{
	"sections": [
		{
			"title": "World",
			"content": [
				{
					"type": "text",
					"content": [
						"The wasteland is a grid of hexagonal locations. Each one has a terrain type, a safety level, and whatever happens to be standing on it: resource nodes, hostile NPCs, friendly characters and other players.",
						"Long press a hex to select it and see the available actions. Press the location icon to open the Location screen, where everything at that hex is listed."
					]
				},
				{
					"type": "h2",
					"content": [
						"Terrain"
					]
				},
				{
					"type": "text",
					"content": [
						"Plains, desert, urban ruins, forest, hills, mountains, marsh, rivers and open water.",
						"Terrain decides how fast you travel and also matters in a fight. Each type favours a different kind of weapon, and forests and ruins give you cover."
					]
				},
				{
					"type": "h2",
					"content": [
						"Safety"
					]
				},
				{
					"type": "text",
					"content": [
						"Every location has a safety level, shown as a colour.",
						"Green: safe. Other players cannot attack you here.",
						"Yellow: players can hunt each other here. Anyone who attacks first is marked as an Outlaw.",
						"Red: the harshest rules in the wasteland. Not in the game yet: there are no red locations on the map right now."
					]
				},
				{
					"type": "h2",
					"content": [
						"Settlements"
					]
				},
				{
					"type": "text",
					"content": [
						"There are some settlements on the map.",
						"Aniid Kin, Twin Rocks and Prosperity are full-service: workshop, smith, leatherwork, kitchen, lab, library, storage, infirmary and a post office.",
						"Smaller camps and landmarks are scattered across the map. They have no buildings, but they are worth finding."
					]
				},
				{
					"type": "h2",
					"content": [
						"Facilities"
					]
				},
				{
					"type": "text",
					"content": [
						"Facilities are buildings you have to be standing in to use:",
						"— Workshop: crafts most weapons, armor, ammo and tools, and runs deconstruction",
						"— Smith: smelting ore into metal, and heavier equipment",
						"— Leatherwork: tanning hides, and leather armor",
						"— Kitchen: cooking, and extracting ingredients",
						"— Lab: chemistry and medications",
						"— Library: writing books, and invention",
						"— Storage: holds items you are not carrying",
						"— Infirmary: heals you to full health",
						"— Post Office: send items and messages to other players",
						"Facilities have levels. Advanced recipes may need a higher-level building, so not every settlement can make everything."
					]
				},
				{
					"type": "h2",
					"content": [
						"Resource nodes"
					]
				},
				{
					"type": "text",
					"content": [
						"Locations hold resource nodes: ore veins, trees, plant patches and piles of pre-war garbage.",
						"Every node holds a limited amount. As people work it, it is marked as running low, and then as depleted.",
						"A depleted node still gives resources, but you work it at half speed. Move to a fresh one if you can find it.",
						"Nodes refill on a fixed schedule several times a day, everywhere on the map at once."
					]
				},
				{
					"type": "h2",
					"content": [
						"Enemies"
					]
				},
				{
					"type": "text",
					"content": [
						"Hostile NPCs live at locations: beasts, mutants, robots, swarms, aerial creatures, anomalies and hostile humans. Their kind and difficulty vary by region.",
						"You cannot attack an enemy directly: you have to track it first.",
						"Enemy spawns deplete the same way resource nodes do. Hunt a spawn out and tracking there takes twice as long until it refills."
					]
				},
				{
					"type": "h2",
					"content": [
						"Death"
					]
				},
				{
					"type": "text",
					"content": [
						"When you die you wake up at your home location with full health.",
						"If you die in green or yellow zone - you keep the items you were carrying.",
						"The action you were interrupted doing is gone, but your action queue survives. Your character picks up the next order in the queue and walks back across the map if it has to."
					]
				},
				{
					"type": "h2",
					"content": [
						"Home location"
					]
				},
				{
					"type": "text",
					"content": [
						"Your home is where you respawn. New characters call Dawn's Rest home.",
						"To move it, stand in one of the settlements and set your home there."
					]
				}
			]
		},
		{
			"title": "Actions",
			"content": [
				{
					"type": "text",
					"content": [
						"Actions are orders you give your character. Once an action is given you don't need to be present for it to finish - it runs while the app is closed.",
						"Your current action is shown at the bottom of the screen. Queued actions are listed under Your Character > Actions."
					]
				},
				{
					"type": "h2",
					"content": [
						"The action queue"
					]
				},
				{
					"type": "text",
					"content": [
						"You can hold 5 actions in the queue on top of the one you are doing. Some accessories add more slots.",
						"Your character works through the queue in order, offline included.",
						"To cancel a queued action, open Your Character > Actions, tap it and press the red icon.",
						"When you schedule something, you can also push it to the front of the queue, or clear the queue entirely and start it immediately."
					]
				},
				{
					"type": "h2",
					"content": [
						"Moving to the task"
					]
				},
				{
					"type": "text",
					"content": [
						"Move, Gather and Track & Engage do not need you to be there already. If the action is somewhere else, your character walks there first, automatically, and then starts work.",
						"Craft, Invent and Deconstruct do not do this. They need a specific building, so if you are not standing in it the action is cancelled instead. Travel there yourself first."
					]
				},
				{
					"type": "h2",
					"content": [
						"Move"
					]
				},
				{
					"type": "text",
					"content": [
						"Double tap a hex and press the moving character icon to travel there.",
						"Your character takes the shortest path. Travel time depends on the terrain it crosses.",
						"Some gathering specialisations let you ignore the terrain penalty in mountains or forests entirely."
					]
				},
				{
					"type": "h2",
					"content": [
						"Gather"
					]
				},
				{
					"type": "text",
					"content": [
						"The most common way to get resources. Long press a hex, open the Location screen, and press the resource you want.",
						"Most resources need the right tool equipped, of a high enough tier, and the matching gathering skill. Without them you cannot work the node at all.",
						"Speed depends on the resource, your mastery skill, and your tools. Depleted nodes are worked at half speed.",
						"Your inventory needs free space. If it fills up, the gathering action is cancelled."
					]
				},
				{
					"type": "h2",
					"content": [
						"Track & Engage"
					]
				},
				{
					"type": "text",
					"content": [
						"The way to start a fight with a hostile NPC. Open the Location screen and press the enemy you want.",
						"Your character searches for the target, then attacks it automatically when it finds it. ",
						"How long tracking takes depends on the enemy and your Tracking skill. Hunted-out spawns take twice as long.",
						"The action is cancelled if your health drops below half. Eat, heal, then go back out."
					]
				},
				{
					"type": "h2",
					"content": [
						"Ambush"
					]
				},
				{
					"type": "text",
					"content": [
						"Lie in wait for other players at a location. Only possible outside safe zones, and it may mark you as an Outlaw.",
						"See HELP > PVP for how it works and what it costs you."
					]
				},
				{
					"type": "h2",
					"content": [
						"Craft, Deconstruct and Invent"
					]
				},
				{
					"type": "text",
					"content": [
						"Craft turns materials into items. Deconstruct breaks items down into research insights. Invent turns lower tier blueprints and research insights into new blueprints.",
						"All three can be queued for many repetitions at once."
					]
				},
				{
					"type": "h2",
					"content": [
						"Inventory space"
					]
				},
				{
					"type": "text",
					"content": [
						"Any action that produces items needs somewhere to put them. If your inventory is full when the action would hand you something, the action is cancelled.",
						"Nothing is destroyed when this happens: a craft, invention or deconstruction cancelled for a full inventory gives you your ingredients back rather than eating them.",
						"Leave a few slots free before queueing a long run of work."
					]
				}
			]
		},
		{
			"title": "Fights",
			"content": [
				{
					"type": "text",
					"content": [
						"Fights are one against one, turn based, and resolved by the server. A turn passes every ten seconds. You can watch it live or close the game and read the log later."
					]
				},
				{
					"type": "h2",
					"content": [
						"Starting a fight"
					]
				},
				{
					"type": "text",
					"content": [
						"Against an NPC, you never attack directly. You order Track & Engage, your character finds the target, and the fight starts on its own.",
						"Against another player, a fight starts when someone's ambush succeeds. See HELP > PVP.",
						"You need more than half your health to start tracking. Below that the action is cancelled before you find anything."
					]
				},
				{
					"type": "h2",
					"content": [
						"Auto-fight and manual control"
					]
				},
				{
					"type": "text",
					"content": [
						"By default your character fights itself. It picks its own attacks, closes to a sensible range, reloads when the clip runs dry and uses a healing item from the belt when it is hurt.",
						"You can override any turn: choose an attack, move closer, back away, reload, or use something from your belt. Your order is used for that turn, and the automatic behaviour takes over again if you give none."
					]
				},
				{
					"type": "h2",
					"content": [
						"Distance"
					]
				},
				{
					"type": "text",
					"content": [
						"The distance between the two fighters is shown at the top of the screen. Every fight opens with four steps between you.",
						"Each weapon has a minimum, an optimal and a maximum range. Fighting closer than the minimum or further than the optimal costs you accuracy, and past the maximum you cannot hit at all."
					]
				},
				{
					"type": "h2",
					"content": [
						"After the fight"
					]
				},
				{
					"type": "text",
					"content": [
						"Anything the enemy dropped goes straight into your inventory. If there is no room, the rest is lost.",
						"If you finish a fight below 75% of your health, your character eats from its own food supply - up to five items.",
						"After the completion of a certain quest, you can restrict what gets eaten. Once the food selector is unlocked, you choose which foods your character is allowed to use. Pick nothing and it eats nothing.",
						"Your weapon is reloaded from your inventory, using the same round you started the last fight with."
					]
				},
				{
					"type": "h2",
					"content": [
						"Fight history"
					]
				},
				{
					"type": "text",
					"content": [
						"Finished fights stay readable: what you were carrying, damage dealt and taken, healing, ammunition spent and the health you walked away with."
					]
				}
			]
		},
		{
			"title": "Combat stats",
			"content": [
				{
					"type": "text",
					"content": [
						"Everything below is decided from the gear you had equipped when the fight started."
					]
				},
				{
					"type": "h2",
					"content": [
						"Weapon stats"
					]
				},
				{
					"type": "text",
					"content": [
						"— Range (min / optimal / max): the band the weapon works in",
						"— Accuracy bonus: added to every attack roll",
						"— Shots per turn: how many attacks a single turn buys you",
						"— Clip size: rounds the weapon holds before it needs reloading",
						"— Ammo type: which rounds fit",
						"A melee weapon also carries its own damage range and damage type. A ranged weapon does not: those come from the round you load. See Damage types below.",
						"Weapon skills raise damage and accuracy, and some raise clip size."
					]
				},
				{
					"type": "h2",
					"content": [
						"Ammunition"
					]
				},
				{
					"type": "text",
					"content": [
						"Ranged weapons need ammo of the right type in the ammo slot.",
						"A weapon accepts ammo of its own tier or lower, never higher. Faction ammunition fits any weapon.",
						"You reload during a fight from what you are carrying in your inventory. Empty and out of stock means you fight on with what is left."
					]
				},
				{
					"type": "h2",
					"content": [
						"Range"
					]
				},
				{
					"type": "text",
					"content": [
						"Every weapon works inside a band of three numbers (minimal-optimal-maximum), and the distance between the fighters is shown at the top of the fight screen.",
						"Anywhere from the minimum up to the optimal: no penalty.",
						"Past the optimal but inside the maximum: 4 off your attack roll.",
						"Closer than the minimum: 6 off your attack roll.",
						"Past the maximum: you cannot hit at all."
					]
				},
				{
					"type": "h2",
					"content": [
						"Armor stats"
					]
				},
				{
					"type": "text",
					"content": [
						"Three armor slots: head, chest and legs. Armor comes in improvised, light, medium, heavy and hi-tech types.",
						"— Prime defense: the damage type this armor is best against",
						"— Weak defense: the damage type it barely stops",
						"— Armor reduction: points taken off every incoming hit, higher against its prime type and lower against its weak one",
						"— Defense modifier: makes you harder to hit at all",
						"— Hit penalty: heavy protection costs you accuracy",
						"Each piece counts toward its armor mastery separately."
					]
				},
				{
					"type": "h2",
					"content": [
						"Damage types"
					]
				},
				{
					"type": "text",
					"content": [
						"There are different damage types, some examples:",
						"— Blunt: clubs and hammers, shotgun shells, and your bare hands",
						"— Slash: blades",
						"— Pierce: most ammunition in the game",
						"— Explosive: launcher rounds",
						"— Energy: some ammunition types",
						"— Chemical: some ammunition types"
					]
				},
				{
					"type": "text",
					"content": [
						"For a ranged weapon, the damage and the damage type belong to the round, not the gun. The gun decides range, shots per turn, accuracy and clip size; the ammunition decides how hard it hits and what kind of harm it does.",
						"So the same rifle is a different weapon with a different round in it.",
						"Melee weapons are the exception: their damage and type are their own."
					]
				},
				{
					"type": "text",
					"content": [
						"Every piece of armor is best against one type and worst against another, and average against the rest",
						"Enemies have a best and a worst defense too, and they are listed on the enemy screen. Read them before you pick your loadout."
					]
				},
				{
					"type": "h2",
					"content": [
						"Hitting"
					]
				},
				{
					"type": "text",
					"content": [
						"Every attack rolls two ten-sided dice and adds your weapon accuracy, skill bonuses and any bonuses from items and buffs, then subtracts the distance penalty, your armor's hit penalty and anything the terrain or your condition is doing to you.",
						"That total has to beat the target's defense value: a base value, plus their natural defense, their armor, their skills and their situation.",
						"The distance penalty is also applied."
					]
				},
				{
					"type": "h2",
					"content": [
						"Critical hits"
					]
				},
				{
					"type": "text",
					"content": [
						"Rolling two tens is always a critical hit.",
						"Beating the target's defense value by 10 or more is also a critical hit. Some items may lower that margin.",
						"A critical hit deals 1.5 times as much damage. Several specialisation perks push that much further."
					]
				},
				{
					"type": "h2",
					"content": [
						"Damage"
					]
				},
				{
					"type": "text",
					"content": [
						"Damage calculated as roll within the damage range of your weapon, or of the round in it, plus skill, item, buff and terrain bonuses, multiplied by the critical multiplier, then subtracted by the target's armor reduction.",
						"A hit always does at least 1 damage. Armor can never reduce a hit to nothing."
					]
				},
				{
					"type": "h2",
					"content": [
						"Terrain"
					]
				},
				{
					"type": "text",
					"content": [
						"Where you fight favours certain weapons - and only for players, never for the NPCs.",
						"Bringing the right gun to the right ground is worth as much as a level."
					]
				},
				{
					"type": "h2",
					"content": [
						"Status effects"
					]
				},
				{
					"type": "text",
					"content": [
						"Weapons, perks, drugs and enemy abilities can leave a lasting effect on a fighter:",
						"— Stun: the target loses its turn",
						"— Bleed: damage every turn, as a share of the target's maximum health",
						"— Fear: the target's accuracy drops",
						"— Knockback: the target is pushed away",
						"Perks can also stack up damage, accuracy or armor over the course of a fight.",
						"An effect applied this turn starts biting on the next one. Some skills may give you a chance to shrug an incoming effect off, and some kinds of enemy are simply immune."
					]
				},
				{
					"type": "h2",
					"content": [
						"Healing items"
					]
				},
				{
					"type": "text",
					"content": [
						"Food is only edible out of combat. It heals more per item and it is cheap.",
						"Medications work in combat.",
						"You can only use an item mid-fight if it is on your belt. Everything in your inventory is out of reach until the fighting stops.",
						"Out of combat you can also pay an infirmary to patch you up."
					]
				}
			]
		},
		{
			"title": "Skills and XP",
			"content": [
				{
					"type": "text",
					"content": [
						"Skills are what your character is actually good at. They gate the gear you can use and the recipes you can attempt, and they quietly decide most fights.",
						"There is no character level and no class. You become what you spend your time doing."
					]
				},
				{
					"type": "h2",
					"content": [
						"Categories"
					]
				},
				{
					"type": "h2",
					"content": [
						"Mastery and specialisation"
					]
				},
				{
					"type": "text",
					"content": [
						"Weapons, armor and gathering each split into two skills, and they do different jobs.",
						"Mastery unlocks tiers of gear and gives steady numerical bonuses: accuracy and damage for weapons, protection for armor, speed and yield for gathering.",
						"Specialisation gives named perks instead of numbers: a free reload, a second opening shot, etc.",
						"Mastery experience is easier to acquire. Specialisation is slow and expensive, and it is where the character you actually want comes from."
					]
				},
				{
					"type": "h2",
					"content": [
						"Earning experience"
					]
				},
				{
					"type": "text",
					"content": [
						"Skills go up by being used. Kill things with a handgun and your handgun mastery rises; chop wood and your woodcutting does.",
						"Every time you earn mastery experience there is a chance the matching specialisation gains some too. But it's not guaranteed."
					]
				},
				{
					"type": "h2",
					"content": [
						"Insight Points"
					]
				},
				{
					"type": "text",
					"content": [
						"Insight Points are experience that isn't tied to any one skill. Roughly one action in ten that earns you skill experience also earns Insight.",
						"Insight is how you raise a skill you don't want to grind: a skill you have no use for day to day but need one level of, or one that is simply slow to train."
					]
				},
				{
					"type": "h2",
					"content": [
						"Skill Manuals"
					]
				},
				{
					"type": "text",
					"content": [
						"You cannot spend Insight Points directly. You need a skill book.",
						"Skill books come in three flavours, each covering two categories: Military (weapons and armor), Wilderness (survival and gathering), Engineering (crafting and processing).",
						"A skill book is used up when you read it."
					]
				},
				{
					"type": "h2",
					"content": [
						"Skill caps"
					]
				},
				{
					"type": "text",
					"content": [
						"Masteries and non-paired skills stop at level 10. Specialisations stop at level 6.",
						"Without a subscription your skills stop earning experience at level 3, you do not collect Insight Points, and gear or recipes that require a skill above level 3 stay out of reach.",
						"Nothing you already earned is taken away. Progress simply stops at the cap until you subscribe."
					]
				}
			]
		},
		{
			"title": "Items",
			"content": [
				{
					"type": "h2",
					"content": [
						"Types of items"
					]
				},
				{
					"type": "text",
					"content": [
						"— Weapons and ammunition",
						"— Armor for head, chest and legs",
						"— Belts, which give you quick slots for a fight",
						"— Accessories, worn at the neck, which carry passive effects",
						"— Tools, which gathering and workshop work require",
						"— Resources and materials, the raw input for everything you make",
						"— Food and medication",
						"— Blueprints - the recipes for crafting and invention",
						"— Books and manuals",
						"— Salvage and junk",
						"— Research insights, produced by deconstruction",
						"— Quest items, escalation devices, currency, and cosmetics"
					]
				},
				{
					"type": "h2",
					"content": [
						"Tiers"
					]
				},
				{
					"type": "text",
					"content": [
						"Most gear comes in tiers 1 to 3. Higher tiers hit harder or protect better, and cost more skill to use.",
						"Weapon and armor masteries unlock tier 2 at level 4 and tier 3 at level 7. A weapon you cannot meet the requirement for is not usable.",
						"Faction gear is a special case, bought with faction standing rather than found."
					]
				},
				{
					"type": "h2",
					"content": [
						"Inventory"
					]
				},
				{
					"type": "text",
					"content": [
						"Your character carries 40 slots.",
						"Space matters more than it looks. A full inventory cancels your gathering action, and loot you have no room for after a fight is lost."
					]
				},
				{
					"type": "h2",
					"content": [
						"Storage"
					]
				},
				{
					"type": "text",
					"content": [
						"Every settlement with a storage building holds 20 slots for you, separately per location. Stacks there hold far more than an inventory stack does.",
						"Storage is safe. Nobody can take anything out of it but you.",
						"You can buy extra slots with caps. Each slot costs more than the last, so expand where you actually work."
					]
				},
				{
					"type": "h2",
					"content": [
						"Equipment slots"
					]
				},
				{
					"type": "text",
					"content": [
						"Head, chest and legs for armor. One weapon, one ammunition. A belt at the waist, and an accessory at the neck.",
						"The belt is what makes you able to act in a fight: it gives you quick slots, depending on its tier."
					]
				},
				{
					"type": "h2",
					"content": [
						"Breaking items down"
					]
				},
				{
					"type": "text",
					"content": [
						"Three different ways, and they are not interchangeable:",
						"— Salvage: instant, on pre-war junk. Gives materials. Uses your processing skills.",
						"— Dismantle (need skill): instant, on crafted gear. Returns roughly a third of what went into it.",
						"— Deconstruct: an action at a workshop. Gives research insights for invention, not materials."
					]
				}
			]
		},
		{
			"title": "Buffs",
			"content": [
				{
					"type": "text",
					"content": [
						"Buffs are temporary states. Most come from something you ate, drank or injected; a few come from places out in the wasteland.",
						"Your active buffs and their remaining time are shown on your character screen. Most buffs have levels - a stronger version of the same food or drug applies a stronger buff."
					]
				},
				{
					"type": "h2",
					"content": [
						"State buffs"
					]
				},
				{
					"type": "text",
					"content": [
						"Two buffs mark what you have done rather than what you took:",
						"— Outlaw: you attacked someone unprovoked. Eight hours, refreshed every time you go hunting again, and no settlement will let you in.",
						"— Off the Grid: you were attacked unprovoked. For three hours no other player can start a fight with you. Attack someone and it breaks immediately."
					]
				}
			]
		},
		{
			"title": "Crafting & Invention",
			"content": [
				{
					"type": "text",
					"content": [
						"Crafting is where the good gear comes from. Nothing you find in the wasteland matches what you can build once you have the recipe, the skill and a workshop to do it in."
					]
				},
				{
					"type": "h2",
					"content": [
						"What a recipe needs"
					]
				},
				{
					"type": "text",
					"content": [
						"Four things, and all four have to be there:",
						"— The blueprint.",
						"— The ingredients, in your inventory or the storage at that location.",
						"— The right facility, at a high enough level.",
						"— The required skills, at the required level.",
						"Crafting also charges a small fee against the value of the ingredients."
					]
				},
				{
					"type": "h2",
					"content": [
						"Blueprints"
					]
				},
				{
					"type": "text",
					"content": [
						"Tier 1 blueprints are permanent. Craft from them as often as you like.",
						"Tier 2 and above are consumed on use. Some skills or items may give you a chance to keep one anyway.",
						"Basic blueprints are sold by NPC traders. Better ones are found, earned, or invented."
					]
				},
				{
					"type": "h2",
					"content": [
						"Tools"
					]
				},
				{
					"type": "text",
					"content": [
						"Many recipes require a tool in your inventory. Tools are not consumed, but you need the right one to start.",
						"Gathering needs tools too, and the tool tier gates the resource tier: a makeshift axe will not fell the good timber. Better tools also improve your chance of an extra unit."
					]
				},
				{
					"type": "h2",
					"content": [
						"Which building does what"
					]
				},
				{
					"type": "text",
					"content": [
						"— Workshop: weapons, armor, ammunition, tools, equipment, engineering",
						"— Smith: smelting ore into metal, and heavy equipment",
						"— Leatherwork: tanning hides, and leather armor",
						"— Kitchen: cooking, and extracting ingredients",
						"— Lab: chemistry and medications",
						"— Library: writing books and manuals",
						"Buildings have levels, and advanced recipes need the higher ones."
					]
				},
				{
					"type": "h2",
					"content": [
						"Deconstruction"
					]
				},
				{
					"type": "text",
					"content": [
						"Deconstruction takes an item apart to understand it. It runs at a workshop, needs a deconstruction kit, and gives research insights - not materials.",
						"Different items yield different kinds of insight: metallurgic, ballistic, and so on. Which insight you need depends on what you are trying to invent."
					]
				},
				{
					"type": "h2",
					"content": [
						"Invention"
					]
				},
				{
					"type": "text",
					"content": [
						"Invention turns research insights and lower level blueprints into higher tier blueprints."
					]
				},
				{
					"type": "h2",
					"content": [
						"Salvage and dismantle"
					]
				},
				{
					"type": "text",
					"content": [
						"Salvage breaks pre-war junk into useful materials.",
						"Dismantle breaks crafted gear back into about a third of the materials that went into it."
					]
				}
			]
		},
		{
			"title": "PVP",
			"content": [
				{
					"type": "text",
					"content": [
						"Hunting other players is possible, deliberate, and expensive. There is no way to do it by accident and no way to do it quietly."
					]
				},
				{
					"type": "h2",
					"content": [
						"Where"
					]
				},
				{
					"type": "text",
					"content": [
						"Only outside safe zones. Green locations are closed to it entirely.",
						"If you spend your time in green territory, no other player can start a fight with you."
					]
				},
				{
					"type": "h2",
					"content": [
						"Ambush"
					]
				},
				{
					"type": "text",
					"content": [
						"Ambush is the only way currently available to attack another player. You take up position at a location and wait for someone to walk into it.",
						"Your character rolls for a target regularly. Whether you spot one depends on your Stealth skill, on the ambush gear on your belt, and on how distracted they are: someone else lying in ambush is the easiest catch, someone travelling is easy, someone gathering or crafting is harder, and someone hunting an enemy is hardest of all.",
						"Ambush gear does not stack. Only the best piece you are carrying counts, so there is nothing to gain from filling your belt with them.",
						"Perception skill increases target's chance to slip away from an ambush that has already spotted them.",
						"People already in a fight, and people under Off the Grid, cannot be targeted.",
						"A successful ambush drops you both straight into a fight."
					]
				},
				{
					"type": "h2",
					"content": [
						"Ambush math"
					]
				},
				{
					"type": "text",
					"content": [
						"The roll happens every 10 seconds against one random valid person on the tile:",
						"[color=#6ec6ff]P(spot per minute)[/color] = [color=#9dcc7a]activity penalty[/color] × 1.75 × (1 + [color=#e6c35c]stealth bonus[/color]×0.1 + [color=#d9896a]gear %[/color]/100)",
						"[color=#6ec6ff]P(spot this tick)[/color]  = 1 − (1 − P_minute)^(10/60)",
						"If that hits, they can still slip:",
						"[color=#c48ad9]P(catch)[/color] = P(spot) × (1 − [color=#c48ad9]perception[/color]) × (1 − [color=#c48ad9]other skill bonuses[/color]) "
					]
				},
				{
					"type": "h2",
					"content": [
						"Outlaw"
					]
				},
				{
					"type": "text",
					"content": [
						"Lying in ambush marks you as an Outlaw, and every further hostile act resets the clock.",
						"An Outlaw cannot enter a settlement.",
						"Everyone can see it. Killing an Outlaw is not a crime."
					]
				},
				{
					"type": "h2",
					"content": [
						"Off the Grid"
					]
				},
				{
					"type": "text",
					"content": [
						"If an Outlaw kills you unprovoked, you get Off the Grid: for some time no other player can start a fight with you.",
						"It breaks the moment you take hostile action yourself."
					]
				}
			]
		},
		{
			"title": "Arena",
			"content": [
				{
					"type": "text",
					"content": [
						"The Virtual Arena is player against player without the risk. You upload a copy of your character at a Virtual Arena building, and from then on that copy is matched against other players' copies on a fixed cycle, whether or not you are playing.",
						"Nothing that happens in the arena touches your real character. No health is lost, no ammunition is spent, no items are destroyed or dropped, no xp is gained and nobody dies. What you collect is a rating and Arena Points."
					]
				},
				{
					"type": "h2",
					"content": [
						"Uploading a copy"
					]
				},
				{
					"type": "text",
					"content": [
						"You upload at a Virtual Arena building, and that is the only part of the arena that cares where you are standing. Everything after it works from anywhere on the map.",
						"The copy is everything you have equipped at that moment: armor, weapon, ammunition and belt. It is frozen. Change your gear afterwards and the copy keeps fighting in the old kit until you upload again.",
						"Skills and stats are not frozen. Your copy fights at your current levels, so training makes it stronger without a new upload.",
						"Ammunition in the arena is unlimited, but only of the round that was in the clip when you uploaded. Upload with a ranged weapon and no ammunition equipped and the copy fights with an empty clip until you upload again.",
						"Belt items are restored in full for every fight. Buffs do not apply here, in either direction: a buff you are carrying does nothing for your copy, and nothing your copy does can buff you."
					]
				},
				{
					"type": "h2",
					"content": [
						"Joining"
					]
				},
				{
					"type": "text",
					"content": [
						"Uploading does not put you in the pool. Press JOIN ARENA for that, and LEAVE ARENA to stop being matched. Leaving does not stop a match that has already started - it finishes normally.",
						"Your character carries on with whatever it was doing. An arena match does not block your action queue, your travel or your own fights, and it does not protect you from an ambush. You can be in a real fight and an arena match at the same time."
					]
				},
				{
					"type": "h2",
					"content": [
						"APS and matchmaking"
					]
				},
				{
					"type": "text",
					"content": [
						"APS, the Abstract Power Score, is the single number the arena matches on. It counts the health your Vitality supports, both of your weapon skills, and your armor mastery and specialisation when you are wearing a matching full set. Specialisation levels count for more than mastery levels, because they decide a fight more sharply.",
						"APS is scored during matchmaking rather than when you look at it, so a character that has just trained shows its previous score until the next pass.",
						"Characters are sorted into brackets by APS, and matchmaking runs every few minutes. You are paired inside your own bracket first, against someone of similar rating where possible. If nobody there is available, your search widens the longer you go unmatched, up to two brackets either side.",
						"You can only be in one arena match at a time, and the same opponent will not be matched to you again for a while. There are no bots: if there is nobody else in the pool, no fight is made."
					]
				},
				{
					"type": "h2",
					"content": [
						"The fight"
					]
				},
				{
					"type": "text",
					"content": [
						"Arena fights use the normal combat rules, but nobody gives orders. Both copies fight themselves, exactly the way your character fights when you leave it to it.",
						"They are fought on neutral ground, with no terrain bonus and no cover for either side, so no location favours anyone.",
						"Both sides always start at full health. A fight that reaches turn 100 is decided on the share of health each side has left. A mutual kill, or the turn cap with both sides level, is a draw.",
						"You can watch a match while it runs. There is nothing to press."
					]
				},
				{
					"type": "h2",
					"content": [
						"Rating"
					]
				},
				{
					"type": "text",
					"content": [
						"Every character has an arena rating. It starts at 1000, never goes below 0 or above 2000, and moves with every match by how far the result was from what was expected of you.",
						"That expectation is built from both ratings and from the APS gap between you, so a match against someone far stronger costs almost nothing to lose and pays well to win. A draw counts as half a match: holding a much stronger opponent to one gains rating, being held to one by a weaker opponent loses it.",
						"Rating is per character. The top of the ladder is on the arena's leaderboard tab, where only characters that have finished a match are ranked."
					]
				},
				{
					"type": "h2",
					"content": [
						"Arena Points"
					]
				},
				{
					"type": "text",
					"content": [
						"Arena Points are the arena's currency and are never taken away. A win pays the most against a stronger opponent. A loss or a draw always pays something, and pays more the closer the fight was.",
						"Points are held per account rather than per character, and are spent at the arena shop."
					]
				},
				{
					"type": "h2",
					"content": [
						"Results"
					]
				},
				{
					"type": "text",
					"content": [
						"You are notified when a match ends. The result is in fight history, on its own arena tab: what both copies were carrying, damage and healing on both sides, the rating change and the points the match paid.",
						"The APS shown on a finished match is what each side was scored at when the match was made, so you can see what you were pitted against rather than what either character scores now.",
						"Matches fought while you were away are summed on the welcome screen."
					]
				}
			]
		},
		{
			"title": "Elites",
			"content": [
				{
					"type": "text",
					"content": [
						"Elites are the hardest fights in the game. They are not wandering the map waiting to be found - you summon them, and you get exactly one attempt."
					]
				},
				{
					"type": "h2",
					"content": [
						"Escalation items"
					]
				},
				{
					"type": "text",
					"content": [
						"Elites are called up with an escalation item, dropped by ordinary enemies.",
						"You can only hold one escalation item of each kind at a time, counted across your whole account. Until you spend the one you have, another will not drop.",
						"Each escalation item names the elite it summons."
					]
				},
				{
					"type": "h2",
					"content": [
						"Summoning"
					]
				},
				{
					"type": "text",
					"content": [
						"Activate the item and the elite appears at a fixed location somewhere in the wasteland.",
						"To begin with, the spawn is yours alone. Nobody else can see it and nobody else can engage it."
					]
				},
				{
					"type": "h2",
					"content": [
						"The fight"
					]
				},
				{
					"type": "text",
					"content": [
						"Travel to it and Track & Engage as usual. Only one character can be fighting a given elite at a time.",
						"Elite fights run a single attempt, not a repeated one — there is only ever one elite to kill.",
						"Elites are tougher, hit harder, drop better, and several carry special abilities."
					]
				},
				{
					"type": "h2",
					"content": [
						"Winning and losing"
					]
				},
				{
					"type": "text",
					"content": [
						"Kill it and the spawn is gone for good, along with the item that made it. The loot is yours.",
						"Die to it and the spawn opens to everyone on the server. Your private elite becomes public, and everyone can engage it and take the loot.",
						"An unclaimed spawn is cleaned up after a day."
					]
				}
			]
		},
		{
			"title": "Quests",
			"content": [
				{
					"type": "text",
					"content": [
						"Quests are given by named NPCs in settlements and camps. Press their portrait on the Location screen to talk to them.",
						"A quest may ask you to fetch resources, kill a particular enemy, buy something from a market, or craft an item. The quest text tells you where to look.",
						"Rewards are skill experience, Insight Points, caps and items. Some quests unlock features outright - the post office and the after-fight food selector are both quest rewards."
					]
				},
				{
					"type": "h2",
					"content": [
						"Quest items"
					]
				},
				{
					"type": "text",
					"content": [
						"Some quest items drop from enemies or resource nodes only while the quest is active.",
						"A few of these are progressive: the more you look, the better your chances, until it finally turns up. If a drop looks impossible, keep going.",
						"You must be at the right NPC to hand a quest in."
					]
				}
			]
		},
		{
			"title": "Factions & Reputation",
			"content": [
				{
					"type": "h2",
					"content": [
						"The factions"
					]
				},
				{
					"type": "text",
					"content": [
						"Eight factions track your standing: the Institute, the Techno-Shamans, the Children of Eve, the Church of the New Beginning, the Rangers, the Iron Wolves, Casa Roja and the Scrappers.",
						"They do not agree with each other. Their agents will tell you so at length."
					]
				},
				{
					"type": "h2",
					"content": [
						"Faction tasks"
					]
				},
				{
					"type": "text",
					"content": [
						"Faction agents hand out short, repeatable jobs. Talk to one and they will offer you something.",
						"Every task can be turned down and asked for another after a few hours passed.",
						"They pay in that faction's tokens and in standing with them."
					]
				},
				{
					"type": "h2",
					"content": [
						"Faction stores"
					]
				},
				{
					"type": "text",
					"content": [
						"Each faction sells things nobody else does.",
						"Faction goods cost that faction's tokens plus materials you supply yourself.",
						"Tokens are earned from that faction's tasks."
					]
				}
			]
		},
		{
			"title": "Trading",
			"content": [
				{
					"type": "text",
					"content": [
						"Caps are the currency of the wasteland. You earn them from quests, tasks, NPC traders and other players, and you spend them on almost everything."
					]
				},
				{
					"type": "h2",
					"content": [
						"NPC traders"
					]
				},
				{
					"type": "text",
					"content": [
						"Settlements usually have NPC traders.",
						"They sell a fixed stock and they buy a fixed list of things."
					]
				},
				{
					"type": "h2",
					"content": [
						"The player market"
					]
				},
				{
					"type": "text",
					"content": [
						"Some settlements have a player market.",
						"Markets are local. A listing exists at one settlement, and you have to be standing there to buy from it. What sells well in one town does not in another."
					]
				},
				{
					"type": "h2",
					"content": [
						"Selling"
					]
				},
				{
					"type": "text",
					"content": [
						"Set a price per unit and a duration.",
						"You pay a listing fee of 3% of the total value up front, whether or not it sells.",
						"When it sells, 10% sales tax comes off what you receive. The buyer pays the price you set; you get the rest."
					]
				},
				{
					"type": "h2",
					"content": [
						"Buying"
					]
				},
				{
					"type": "text",
					"content": [
						"Buying costs exactly the listed price.",
						"You must be at the market and you need the inventory space for what you are buying."
					]
				},
				{
					"type": "h2",
					"content": [
						"Other ways to move goods"
					]
				},
				{
					"type": "text",
					"content": [
						"The post office lets you send items and messages directly to another player, once you have unlocked it.",
						"Faction stores are a separate economy entirely, paid for in tokens rather than caps."
					]
				}
			]
		},
		{
			"title": "Points of Interest",
			"content": [
				{
					"type": "text",
					"content": [
						"Things turn up out in the wasteland that were not there yesterday: a camp, a wreck, a well, a shrine, a purple haze that should not be standing still.",
						"They are worth going out of your way for. Most of what they give you cannot be bought."
					]
				},
				{
					"type": "h2",
					"content": [
						"How they work"
					]
				},
				{
					"type": "text",
					"content": [
						"Points of interest are scattered across the map at random, and the whole set is re-rolled several times a day. What was there this morning is somewhere else tonight.",
						"You must be standing on the location to use one.",
						"Each one only has so much to give: a limited number of players can use it before it is exhausted, and you can only use each one once.",
						"Watch the map when you travel. They are not marked in advance."
					]
				}
			]
		}
	]
}