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	<updated>2026-04-28T15:33:15Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://darkwindwiki.com/index.php?title=Motivator&amp;diff=2774</id>
		<title>Motivator</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Motivator&amp;diff=2774"/>
		<updated>2012-04-07T15:39:35Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* A simple example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps one of the most misunderstood&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=7847 Developer post&amp;lt;/ref&amp;gt; but useful&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=8924 Motivator discussion&amp;lt;/ref&amp;gt; specialisms is ''Motivator''.  Even a single 'level' can have a significant impact on your characters' training.&lt;br /&gt;
&lt;br /&gt;
Each level of Motivator adds a small amount (.05) to a character's '''training form'''.  Training form is a multiplier between 0.4 and 2.0 and varies naturally by 0.3 up or down week to week (-.3 to +.3).  A ''Level 1'' motivator will have all members in a town vary their multipliers form -0.25 (.05 + -.3) to +0.35 (.05 + +.3) .  A ''Level 5'' motivator will have the training form vary from -0.05 (.25 + -.3) to +0.55 (.25 + +.3).  A ''Level 6'' motivator ensures training form can '''never''' decrease and will eventually be capped at 2.0.&lt;br /&gt;
&lt;br /&gt;
Additionally, until training form caps at high or low, the Motivator's bonus is '''cumulative''' week after week.  The first week a character spends with a motivator, they get 5% more training than they otherwise would.  The second week they get 10% more, and so on.  With sustained interaction with a motivator, they will, eventually in some cases, be receiving a 500% training bonus over what they would have without a motivator.&lt;br /&gt;
&lt;br /&gt;
It's critical that you get gangers interacting with motivators early in their career.  The bonus provided by winning a League  is equivalent to a level 3 motivator.&lt;br /&gt;
&lt;br /&gt;
=== A simple example ===&lt;br /&gt;
Character receives a steady -0.03 drop in training form per week.  A Motivator level 1 in town turns this into a +0.02 (+.05 + -.03) gain.  After 50 weeks, character without motivator is earning only 40% of their training bonus, but character with level 1 motivator is earning 200% of their training bonus.  This is a five fold gain.  Note:  this is a statistical example.  Because of variation, a character will not simply run up to maximum and stay there.  The weekly modifier means most characters will at best bounce off of the top of their form and *mostly* stay high.  They can still have rough spots and drop to virtually not training.&lt;br /&gt;
&lt;br /&gt;
== Over Motivated ==&lt;br /&gt;
The Motivator specialism of multiple characters '''does not''' stack, so if you have two (or more) characters with Motivator you'll be better off moving them to different towns to motivate the characters in those towns.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Specialisms]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Motivator&amp;diff=2773</id>
		<title>Motivator</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Motivator&amp;diff=2773"/>
		<updated>2012-04-07T15:19:51Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* A simple example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps one of the most misunderstood&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=7847 Developer post&amp;lt;/ref&amp;gt; but useful&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=8924 Motivator discussion&amp;lt;/ref&amp;gt; specialisms is ''Motivator''.  Even a single 'level' can have a significant impact on your characters' training.&lt;br /&gt;
&lt;br /&gt;
Each level of Motivator adds a small amount (.05) to a character's '''training form'''.  Training form is a multiplier between 0.4 and 2.0 and varies naturally by 0.3 up or down week to week (-.3 to +.3).  A ''Level 1'' motivator will have all members in a town vary their multipliers form -0.25 (.05 + -.3) to +0.35 (.05 + +.3) .  A ''Level 5'' motivator will have the training form vary from -0.05 (.25 + -.3) to +0.55 (.25 + +.3).  A ''Level 6'' motivator ensures training form can '''never''' decrease and will eventually be capped at 2.0.&lt;br /&gt;
&lt;br /&gt;
Additionally, until training form caps at high or low, the Motivator's bonus is '''cumulative''' week after week.  The first week a character spends with a motivator, they get 5% more training than they otherwise would.  The second week they get 10% more, and so on.  With sustained interaction with a motivator, they will, eventually in some cases, be receiving a 500% training bonus over what they would have without a motivator.&lt;br /&gt;
&lt;br /&gt;
It's critical that you get gangers interacting with motivators early in their career.  The bonus provided by winning a League  is equivalent to a level 3 motivator.&lt;br /&gt;
&lt;br /&gt;
=== A simple example ===&lt;br /&gt;
Character receives a steady -0.03 drop in training form per week.  Motivator level 1 in town turns this into a +0.02 (+.05 + -.03) gain.  After 50 weeks, character without motivator is earning only 40% of their training bonus, but character with level 1 motivator is earning 200% of their training bonus.  This is a five fold gain.  Note:  this is a statistical example.  Because of variation, a character will not simply run up to maximum and stay there.  The weekly modifier means most characters will at best bounce off of the top of their form and *mostly* stay high.  They can still have rough spots and drop to virtually not training.&lt;br /&gt;
&lt;br /&gt;
== Over Motivated ==&lt;br /&gt;
The Motivator specialism of multiple characters '''does not''' stack, so if you have two (or more) characters with Motivator you'll be better off moving them to different towns to motivate the characters in those towns.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Specialisms]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Morale&amp;diff=2760</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Morale&amp;diff=2760"/>
		<updated>2012-04-01T21:37:04Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* What changes gang morale */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Morale =&lt;br /&gt;
Morale is both your overall morale listed on your gang page, and in events for each gang member.&lt;br /&gt;
&lt;br /&gt;
Gang morale starts at 100, and can range from 0 to 200.  As part of the weekly update morale will move toward 100 from the extremes.  For most people that means the 200 morale they have this week drops to 170.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What changes gang morale ==&lt;br /&gt;
Successful combat events (scouts, arena) will add ~5-15 morale per event.&lt;br /&gt;
&lt;br /&gt;
Gangers killed in action will drop morale.  The amount varies by who died; a strong leader can reduce morale by 100 or more. A new recruit might only drop morale 10-20 points.&lt;br /&gt;
&lt;br /&gt;
Events that end in Demo's reduce morale. It varies from 5 points on up.&lt;br /&gt;
&lt;br /&gt;
== What does gang morale change? ==&lt;br /&gt;
Gang morale modifies your morale in events.  The exact modifier is unknown.&lt;br /&gt;
&lt;br /&gt;
== Ganger Morale ==&lt;br /&gt;
Morale for each character determines if/when they demo during combat events.  During combat, or an event where enemies are present there are several things that will affect morale.&lt;br /&gt;
&lt;br /&gt;
getting shot at.&lt;br /&gt;
&lt;br /&gt;
having low/exposed armor facings on your vehicle.&lt;br /&gt;
&lt;br /&gt;
running around outside the car.&lt;br /&gt;
&lt;br /&gt;
If the car is on fire.&lt;br /&gt;
&lt;br /&gt;
being close to the enemy. Alternately, getting far away from the enemy can improve morale.&lt;br /&gt;
&lt;br /&gt;
While in an event, the color of the ring around a selected vehicle tells you how stressed a vehicle is.  Red is ready to demo, yellow is caution, and green is stable.&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Morale&amp;diff=2727</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Morale&amp;diff=2727"/>
		<updated>2012-02-05T23:45:17Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Ganger Morale */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Morale =&lt;br /&gt;
Morale is both your overall morale listed on your gang page, and in events for each gang member.&lt;br /&gt;
&lt;br /&gt;
Gang morale starts at 100, and can range from 0 to 200.  As part of the weekly update morale will move toward 100 from the extremes.  For most people that means the 200 morale they have this week drops to 170.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What changes gang morale ==&lt;br /&gt;
Successful combat events (scouts, arena) will add ~10-20 morale per event.&lt;br /&gt;
&lt;br /&gt;
Gangers killed in action will drop morale.  The amount varies by who died; a strong leader can reduce morale by 100 or more. A new recruit might only drop morale 10-20 points.&lt;br /&gt;
&lt;br /&gt;
Events that end in Demo's reduce morale. It varies from 5 points on up.&lt;br /&gt;
&lt;br /&gt;
== What does gang morale change? ==&lt;br /&gt;
Gang morale modifies your morale in events.  The exact modifier is unknown.&lt;br /&gt;
&lt;br /&gt;
== Ganger Morale ==&lt;br /&gt;
Morale for each character determines if/when they demo during combat events.  During combat, or an event where enemies are present there are several things that will affect morale.&lt;br /&gt;
&lt;br /&gt;
getting shot at.&lt;br /&gt;
&lt;br /&gt;
having low/exposed armor facings on your vehicle.&lt;br /&gt;
&lt;br /&gt;
running around outside the car.&lt;br /&gt;
&lt;br /&gt;
If the car is on fire.&lt;br /&gt;
&lt;br /&gt;
being close to the enemy. Alternately, getting far away from the enemy can improve morale.&lt;br /&gt;
&lt;br /&gt;
While in an event, the color of the ring around a selected vehicle tells you how stressed a vehicle is.  Red is ready to demo, yellow is caution, and green is stable.&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Morale&amp;diff=2726</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Morale&amp;diff=2726"/>
		<updated>2012-02-05T23:44:56Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Morale =&lt;br /&gt;
Morale is both your overall morale listed on your gang page, and in events for each gang member.&lt;br /&gt;
&lt;br /&gt;
Gang morale starts at 100, and can range from 0 to 200.  As part of the weekly update morale will move toward 100 from the extremes.  For most people that means the 200 morale they have this week drops to 170.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What changes gang morale ==&lt;br /&gt;
Successful combat events (scouts, arena) will add ~10-20 morale per event.&lt;br /&gt;
&lt;br /&gt;
Gangers killed in action will drop morale.  The amount varies by who died; a strong leader can reduce morale by 100 or more. A new recruit might only drop morale 10-20 points.&lt;br /&gt;
&lt;br /&gt;
Events that end in Demo's reduce morale. It varies from 5 points on up.&lt;br /&gt;
&lt;br /&gt;
== What does gang morale change? ==&lt;br /&gt;
Gang morale modifies your morale in events.  The exact modifier is unknown.&lt;br /&gt;
&lt;br /&gt;
== Ganger Morale ==&lt;br /&gt;
Morale for each character determines if/when they demo during combat events.  During combat, or an event where enemies are present there are several things that will affect morale.&lt;br /&gt;
&lt;br /&gt;
getting shot at.&lt;br /&gt;
having low/exposed armor facings on your vehicle.&lt;br /&gt;
running around outside the car.&lt;br /&gt;
If the car is on fire.&lt;br /&gt;
being close to the enemy. Alternately, getting far away from the enemy can improve morale.&lt;br /&gt;
&lt;br /&gt;
While in an event, the color of the ring around a selected vehicle tells you how stressed a vehicle is.  Red is ready to demo, yellow is caution, and green is stable.&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Morale&amp;diff=2725</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Morale&amp;diff=2725"/>
		<updated>2012-02-05T23:26:52Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: Created page with &amp;quot;= Morale = Morale is both your overall morale listed on your gang page, and in events for each gang member.  Gang morale starts at 100, and can range from 0 to 200.  As part of t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Morale =&lt;br /&gt;
Morale is both your overall morale listed on your gang page, and in events for each gang member.&lt;br /&gt;
&lt;br /&gt;
Gang morale starts at 100, and can range from 0 to 200.  As part of the weekly update morale will move toward 100 from the extremes.  For most people that means the 200 morale they have this week drops to 170.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What changes gang morale ==&lt;br /&gt;
Successful combat events (scouts, arena) will add ~10-20 morale per event.&lt;br /&gt;
&lt;br /&gt;
Gangers killed in action will drop morale.  The amount varies by who died; a strong leader can reduce morale by 100 or more. A new recruit might only drop morale 10-20 points.&lt;br /&gt;
&lt;br /&gt;
Events that end in Demo's reduce morale. It varies from 5 points on up.&lt;br /&gt;
&lt;br /&gt;
== What does gang morale change? ==&lt;br /&gt;
Gang morale modifies your morale in events.  The exact modifier is unknown.&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Skills&amp;diff=2497</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Skills&amp;diff=2497"/>
		<updated>2011-03-18T15:32:28Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Characters]] are able to learn a variety of skills.  Some similar skills can be grouped together, and in these cases a [[characters|character]] with a specific skill in a group will be able to perform the other skills in the group at a reduced proficiency (approximately 50%).&lt;br /&gt;
&lt;br /&gt;
Each character will be better at improving in some skills than others, and not necessarily in the best skill they started out with.&lt;br /&gt;
&lt;br /&gt;
== Weapons Skills ==&lt;br /&gt;
* [[Gunnery]]&lt;br /&gt;
Used for shooting small and medium size weapons.&lt;br /&gt;
* [[Large Guns]]&lt;br /&gt;
Used for large and heavy weapons.&lt;br /&gt;
* [[Handguns]]&lt;br /&gt;
[[Pedestrian Weapons|Pedestrian weapons]] are weapons the characters carry and can equip when on foot.&lt;br /&gt;
&lt;br /&gt;
== Driving Skills ==&lt;br /&gt;
* [[Driving]]&lt;br /&gt;
Used for piloting small to medium sized vehicles.&lt;br /&gt;
&lt;br /&gt;
Note that the driving skill is one of the slowest skills to improve. Improvement is based on the number of driving turns that occurred in combat as well as the 'wildness' of the driving maneuvers.&lt;br /&gt;
&lt;br /&gt;
* [[Trucker]]&lt;br /&gt;
Used for piloting larger trucks (anything with a bulk capacity over 500).&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes. Not implemented, but can be trained.&lt;br /&gt;
&lt;br /&gt;
== Psionic Skills ==&lt;br /&gt;
* [[Mind Control]]: A number of useful effects can be achieved by this specialism which affects characters other than the Psi themselves:&lt;br /&gt;
**Psionic Mask - Convince enemy that your gang isn’t who they think it is in combat (so you don’t lose any faction rep. for injuring them)&lt;br /&gt;
**Terror – adds stress to nearby enemies (works better if you’re out of a car)&lt;br /&gt;
**Tranquility – reduces stress in nearby friends (again, a tin can around you reduces effectiveness) &lt;br /&gt;
*[[Telekinesis]]: The psionic ability to push and throw objects from a distance:&lt;br /&gt;
**Mutant Mind-Push – lets you apply a force to a vehicle, ped or creature (works better if they’re close)&lt;br /&gt;
**Whirlwind – blows up a brief cloud of dust which operates like a smokescreen; works better on dusty ground &lt;br /&gt;
*[[Pyrokinesis]]: The psionic ability to set cars, pedestrians and animals on fire. Nuff said. Note that peds and creatures can now also catch fire when hit by flaming weapons.&lt;br /&gt;
*[[Electromagnetic Pulse]]: Sends out an EMP which affects electronically-controlled weapons and V8/V12 engines within range, causing them to malfunction. Since it works by focusing solar radiation, it is stronger in the summer and especially when there is a strong green aurora.&lt;br /&gt;
*[[Defensive Energy]]: Psionically-constructed `hard air` barriers can protect the individual or their vehicle (operates as two separate skills, the vehicular one is harder to succeed with).&lt;br /&gt;
&lt;br /&gt;
Any effects that can operate at a distance do so at reduced effect the further the target is from the Psi character.&lt;br /&gt;
&lt;br /&gt;
== Misc. Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Leadership]]&lt;br /&gt;
Ability to lead others to battle and bolster their morale. &lt;br /&gt;
&lt;br /&gt;
* [[Courage]]&lt;br /&gt;
High courage characters less likely to surrender in events.&lt;br /&gt;
&lt;br /&gt;
* [[Ballistics]]&lt;br /&gt;
Used for artillery weapons.&lt;br /&gt;
Not grouped with other weapon skills&amp;lt;ref&amp;gt;http://dark-wind.com/forums2/index.php?a=topic&amp;amp;t=1562&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
Used for repairing and salvaging vehicles.&lt;br /&gt;
&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
Used for helping with the immediate effects of injuries. Reduces chances of characters bleeding to death if they're bleeding heavily at the end of combat.&lt;br /&gt;
&lt;br /&gt;
* [[Scouting]]&lt;br /&gt;
Helps evade the most dangerous [[pirates]] when [[travel|traveling]] and shifts the odds a bit more to your favour when [[scouting|scouts]].&lt;br /&gt;
&lt;br /&gt;
== Not yet implemented ==&lt;br /&gt;
&lt;br /&gt;
Even though these skills may show up on your characters it's not possible to use them yet.&lt;br /&gt;
&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removed Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Martial Arts]]&lt;br /&gt;
Ability to fight in unarmed melee combat, was removed in favour of the scouting skill&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
Characters train a small amount in the skill of your choosing every week.  This ranges from zero to two points generally.  If the skill is a specialty of the town it can go up to 3 points.  For example Badlands has no training center, but large guns still train better than other skills.  Using a training centre can raise the limit per week to five points.  Using the training centres located in [[Somerset]] and [[Elmsfield]] for specific skills vastly improves the amount of skill they gain.  For example, a driver in Somerset can train up to eight points in a week.  The training centre in Somerset is especially adept at teaching Driving and Cycling, while Elmsfield is more focused on First Aid. Texan and Sarsfield are proficient in Mechanic.&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Training&amp;lt;br&amp;gt;Maximums !! NO Training&amp;lt;br&amp;gt;Center !! Training&amp;lt;br&amp;gt;Center  &lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Not Specialty &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 5&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Specialty &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Training Locations !! Training&amp;lt;br&amp;gt;Center? !! Specialties  &lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Somerset &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Y&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Driving&amp;lt;br&amp;gt;Cycling&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Elmsfield &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Y&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| First Aid&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Gateway Truckstop &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| N&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Gunnery&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Badlands Truckstop &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| N&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Large Guns&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Firelight &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| N&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Psionics&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Shantyville &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| N&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Driving&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Texan &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Y&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Mechanic&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Sarsfield &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Y&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Mechanic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All characters are able to learn all skills to some extent, for the skill to show up in their character sheet they need to have at least 10 points in it.&lt;br /&gt;
&lt;br /&gt;
Training occurs weekly at '''04:00 GMT Friday''' mornings.&lt;br /&gt;
&lt;br /&gt;
=== When Training Hits ===&lt;br /&gt;
Characters do not have to be in a town with a Training Centre to benefit from weekly training, so long has they have registered at a Training Centre. &lt;br /&gt;
The amount of benefit a character receives from the Training Centre is based in part on how much time he/she has spent traveling; the more time traveling, the less time training.&lt;br /&gt;
&lt;br /&gt;
Characters receive training based on the last town they were in, so if they are traveling from Gateway to Somerset when the week changes, they get training as if they were in Gateway.&lt;br /&gt;
&lt;br /&gt;
How much time a character has spent traveling can be seen in his or her Character Detail Sheet.&lt;br /&gt;
&lt;br /&gt;
=== Training Form ===&lt;br /&gt;
Training effectiveness is also affected by a character's current ''training form''.  This condition fluctuates over a period of several weeks or even months, and represents a character's ability to absorb and retain the training materials.  A character who appears to be training poorly may not do so indefinitely; a character might get stuck in a rut, but that doesn't mean he/she won't start training well again&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=2830&amp;lt;/ref&amp;gt;.  This condition is not visible to the gang owner.&lt;br /&gt;
&lt;br /&gt;
==== The Math ====&lt;br /&gt;
Training Form is a multiplier in the range of 0.4 to 2.0. The weekly training of each character is multiplied by the Training Form value to determine how much skill they learn.&lt;br /&gt;
&lt;br /&gt;
Each character's Training Form is randomly modified every week by +/- 0.3. There is also a -0.02 modifier that slowly degrades training over time.  The Form will never go above 2 or fall below 0.4. &lt;br /&gt;
&lt;br /&gt;
Each rank of [[leadership|Motivator]] gives a 0.05 bonus to Training Form for characters in the same town as the Motivator. For example, a level 5 Motivator provides a 0.25 point bonus to every character in town with him.&lt;br /&gt;
&lt;br /&gt;
== Leveling Through Use ==&lt;br /&gt;
Characters can level skills while on [[encounters|wilderness encounters]], and the more dangerous the region the more effective field training is. Also, the lower the character's skill, the more effective field training is. Therefore, low skilled characters generally level faster (even in Somerset) and higher skilled characters should move to more dangerous regions to keep their field training going well. All field training skills are affected: weapons, driving, trucker, courage, first aid, mechanic, leadership.&lt;br /&gt;
&lt;br /&gt;
All skills also level when used in events, however, not all characters will use their skills.  Obviously, if a character is firing a weapon, the chance their skill with that weapon will increase is high.&lt;br /&gt;
&lt;br /&gt;
Mechanics and scouts are a little different.  The highest level Mechanic and Scout present in the event will receive the most training, however, the highest Mechanic and Scout of '''each gang''' will also receive some training as well.&lt;br /&gt;
&lt;br /&gt;
First Aid is a bit different in that if the scout is successful (ends in a Looting Phase) the character with the highest skill in the '''entire squad''' may level his First Aid skill. If the scout is unsuccessful (the players' cars escape), then the character with the highest First Aid in '''each car''' may level his First Aid skill.  This simulates the behavior that when escaping, cars will scatter and regroup later, in which case the best medic immediately available is pressed into service.&lt;br /&gt;
&lt;br /&gt;
For more active players this should usually amount to more than what they gain through weekly training.&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
Exact requirements of leveling through use.&lt;br /&gt;
&lt;br /&gt;
=== Floating Point Notice ===&lt;br /&gt;
&amp;lt;del&amp;gt;The skill levels on the character sheet are only approximations rounded to their nearest integer value (So 49.5 becomes 50) for example.&lt;br /&gt;
&lt;br /&gt;
It's the source of some confusion as you're not able to nickname or buy specialisms for characters who are close enough to show up as having 40 or 50 skill but aren't actually eligible.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is no longer the case as skills are now rounded down.  This is causing some confusion of its own because players are seeing an apparent 'skill loss'.&lt;br /&gt;
&lt;br /&gt;
== Skill Maximums ==&lt;br /&gt;
'''TODO:''' Explain skill maximums more.&lt;br /&gt;
&lt;br /&gt;
The average natural skill cap is supposed to be around 150 on the average, but characters that skilled are uncommon. Many large veteran gangs have only 2-4 people capped over 300, out of their 60+ gang members.  Skill caps above 400 may happen once (if at all) for the life of the whole gang.&lt;br /&gt;
&lt;br /&gt;
If you pay money to hire a character there is a slightly greater chance you will hire someone with a lower skill potential than if you used your leader to get a free hire&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=5595 Forum Discussion - see page 2&amp;lt;/ref&amp;gt;.  In other words, the free gang member each week has a slightly better chance to cap higher than bought gang members.&lt;br /&gt;
&lt;br /&gt;
A character's skill cap applies to all of that character's skills.  So, if a character hits his maximum in Gunnery at 94, he will hit that same maximum in any other skills he trains in.  A ganger may get another point in a skill once they hit the cap, due to rounding of the hidden 'cap' value.&lt;br /&gt;
&lt;br /&gt;
Leadership is not affected by the character's skill cap.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
'''TODO:''' Explain talented characters better&lt;br /&gt;
&lt;br /&gt;
Talented characters learn the skill(s?) they are talented in faster and don't reach their maximum skill cap nearly as fast as normal characters would.&lt;br /&gt;
&lt;br /&gt;
Talented characters could be able to level their chosen skill up to 300+ &lt;br /&gt;
&lt;br /&gt;
Characters who are recruited with &amp;gt;20 skill from taverns are very likely talented in that skill.&lt;br /&gt;
&lt;br /&gt;
== Skill Related Bonuses ==&lt;br /&gt;
&lt;br /&gt;
Besides being able to perform much better in their chosen skill highly skilled characters also enjoy a few interesting perks:&lt;br /&gt;
&lt;br /&gt;
* at '''30''' skill can yield [[bounties]] when killed if a bounty has been put on their gang, and their obituary will appear in the [[Darkwind Gazette]] should they perish.&lt;br /&gt;
* at '''40''' skill they can be given a nickname.&lt;br /&gt;
* for every '''50''' skill points they can learn a [[specialisms|specialism]] specific to that skill.&lt;br /&gt;
* at '''100''' skill their name will show up in the Darkwind Hall Of Fame should they die.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category:skills]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=NPC_Vehicles&amp;diff=2496</id>
		<title>NPC Vehicles</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=NPC_Vehicles&amp;diff=2496"/>
		<updated>2011-03-17T20:17:22Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Wilderness Combat Vehicles */ Added comment to wardance.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TO-DO:&lt;br /&gt;
* Add tyre type under the description for each NPC vehicle as we acquire them ourselves in-game.&lt;br /&gt;
* Find vehicle ID's.&lt;br /&gt;
&lt;br /&gt;
==Wilderness Combat Vehicles==&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Vehicle !! [[Chassis]] !! [[Engine]] !! [[CR|Combat Rating]] !! class=&amp;quot;unsortable&amp;quot; | [[Weapons]] !! class=&amp;quot;unsortable&amp;quot; | Occupants !! class=&amp;quot;unsortable&amp;quot; | Info !! class=&amp;quot;unsortable&amp;quot; | Comments &lt;br /&gt;
{{NPCVehicleRow|name=[[57 Gunner]]|chassis=[[Fiftyseven]]|engine=3.2L V8|cr=110|weapons=Fr: [[HGG]], Le: [[Light Rocket|LR]], Ri: [[Medium Rocket|MR]]}}  &lt;br /&gt;
|- &lt;br /&gt;
|[[Antagonist]]  &lt;br /&gt;
|[[Moose]]  &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| 134  &lt;br /&gt;
|Fr: [[HMG]], [[Car Rifle|CR]]  &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=9897 Info] &lt;br /&gt;
| Available as a Rental vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Badlander]] &lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 4L  &lt;br /&gt;
| 119  &lt;br /&gt;
|Fr: [[HMG]], Re: [[MML]]  &lt;br /&gt;
|1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2278 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Bandit]] &lt;br /&gt;
|[[Raccoon]]&lt;br /&gt;
| 1.0L  &lt;br /&gt;
| 74  &lt;br /&gt;
|Fr: [[CGL]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Not very dangerous, but the [[CGL]] is good loot.  Tends to charge into close range. &lt;br /&gt;
|-&lt;br /&gt;
|[[Bantam]] &lt;br /&gt;
|[[Marley]]&lt;br /&gt;
| 1.6L  &lt;br /&gt;
| 81  &lt;br /&gt;
|Fr: [[MMG]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|[[Chomper]] &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| &lt;br /&gt;
| Fr: [[RL]], [[MMG]], Ri: [[Light Rocket|LR]], Le: [[MML]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Beaster]] &lt;br /&gt;
|[[Box Van]]&lt;br /&gt;
| 4L  &lt;br /&gt;
| 174  &lt;br /&gt;
|Fr: [[Ram]],[[HMG]], Ri: [[GG]], Le: [[GG]], Re: [[GG]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Relatively weak armor. &lt;br /&gt;
|-&lt;br /&gt;
|[[Big Meanie]] &lt;br /&gt;
|[[Big Pickup]]&lt;br /&gt;
| 4L &lt;br /&gt;
| 214  &lt;br /&gt;
|Fr: [[HGG]], [[RL]], Le: [[GG]], Ri: [[GG]]    &lt;br /&gt;
|2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=56386 Info] &lt;br /&gt;
|Heavily armed big pickup with a 4L engine. &lt;br /&gt;
|-&lt;br /&gt;
|[[Biter]]  &lt;br /&gt;
|[[Phoenix]]  &lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 114  &lt;br /&gt;
|Fr: [[MMG]], [[MG]]  &lt;br /&gt;
| 1  &lt;br /&gt;
| &lt;br /&gt;
| Machine gun packed Phoenix.&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Gold]]&lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| ?&lt;br /&gt;
|Fr: [[RL]],[[RL]], Ri: [[MMG]], Le: [[MMG]]&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Rock]] &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 255  &lt;br /&gt;
|Fr: [[RL]], [[HMG]], Le: [[MG]], Ri: [[MG]], Re: [[MG]]   &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=56387 Info] &lt;br /&gt;
|Heavily armored machine, deadly at medium ranges. &lt;br /&gt;
|-&lt;br /&gt;
|[[Black Stone]] &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L V8  &lt;br /&gt;
| 275  &lt;br /&gt;
|Fr: [[RL]], [[HGG]], Le: [[GG]], Ri: [[GG]], Re: [[GG]]   &lt;br /&gt;
|2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=56388 Info] &lt;br /&gt;
|Hits harder than Black Rock, but poorer range.&lt;br /&gt;
|-&lt;br /&gt;
|[[Blitzer]] &lt;br /&gt;
|[[Chomper]] &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| 170  &lt;br /&gt;
|Fr: [[HMG]], [[RL]], Re: [[MG]]  &lt;br /&gt;
|2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2277 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Bullseye]]&lt;br /&gt;
|[[Bullet]] &lt;br /&gt;
| 4L &lt;br /&gt;
| 112  &lt;br /&gt;
|Fr: [[Car Rifle|CR]], Le: [[Medium Rocket|MR]], Ri: [[Medium Rocket|MR]], Re: [[HR]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Butterfly II]]&lt;br /&gt;
|[[Windsor II]] &lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 142  &lt;br /&gt;
|Fr: [[GG]]x2 &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| Good loot, easy kill when flanked. &lt;br /&gt;
|-&lt;br /&gt;
|[[Buzzcut]]&lt;br /&gt;
|[[Buzzer]]&lt;br /&gt;
| 4L&lt;br /&gt;
| N/A&lt;br /&gt;
| Fr: [[HGG]]x2, Le: [[GG]], Ri: [[GG]], Re: [[MG]]x2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Buzz This!]] &lt;br /&gt;
|[[Buzzer]] &lt;br /&gt;
| 3.2L   &lt;br /&gt;
| 354  &lt;br /&gt;
|Fr: [[ATG]], [[HMG]], Re: [[HMG]]x2&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8234 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Chaser]] &lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 4L  &lt;br /&gt;
| 104  &lt;br /&gt;
|Fr: [[MMG]]&lt;br /&gt;
| 3  &lt;br /&gt;
| &lt;br /&gt;
| Available as a Rental Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Chulainn]] &lt;br /&gt;
|[[Apache]]&lt;br /&gt;
| 4L &lt;br /&gt;
| ???&lt;br /&gt;
| Fr: [[HGG]], [[HGG]], Le: [[GG]], Ri: [[GG]] &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58119 Info] &lt;br /&gt;
| Valuable loot if you can take the HGG's intact. &lt;br /&gt;
|-&lt;br /&gt;
|[[Crescendo]]  &lt;br /&gt;
|[[Symphony]] &lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 125  &lt;br /&gt;
|Fr: [[Flamethrower|FT]], [[RL]], Re: [[MML]]  &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58117 Info] &lt;br /&gt;
| An offroad-capable symph that can fire rockets ahead and behind, and closes in for the kill with a flamethrower. &lt;br /&gt;
|-&lt;br /&gt;
|[[Cutlass]] &lt;br /&gt;
|[[Buccaneer]]&lt;br /&gt;
| 4L  &lt;br /&gt;
| 169  &lt;br /&gt;
|Fr: [[Laser]], Re: [[MG]]  &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2282 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Da Vinci]]       &lt;br /&gt;
|[[Mercenary]] &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 119   &lt;br /&gt;
|Fr: [[PG]], [[MG]], Le: [[PS]], Ri: [[PS]]  &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58122 Info]   &lt;br /&gt;
| Paint-based attack vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Damocles]]       &lt;br /&gt;
|[[Apache]] &lt;br /&gt;
| 4L     &lt;br /&gt;
| 274   &lt;br /&gt;
|Fr: 2x[[ATG]]  &lt;br /&gt;
| ?&lt;br /&gt;
|    &lt;br /&gt;
| New build?&lt;br /&gt;
|-&lt;br /&gt;
|[[Dervish]]        &lt;br /&gt;
|[[Voyager]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 122   &lt;br /&gt;
|Fr: [[HMG]], Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130460 Info] &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Flame]]   &lt;br /&gt;
|[[Phoenix]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 125   &lt;br /&gt;
|Fr: [[CR]], [[MG]], Re: [[MG]]&lt;br /&gt;
|  1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=4975 Info]  &lt;br /&gt;
| Single occupant.&lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Siren]]   &lt;br /&gt;
|[[Sonic]]     &lt;br /&gt;
| 1.2L     &lt;br /&gt;
| 108   &lt;br /&gt;
|Fr: [[HMG]]    &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=9895 Info]  &lt;br /&gt;
| Surprisingly heavy armor, prone to tumble &lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Striker]] &lt;br /&gt;
|[[Vampire]]   &lt;br /&gt;
| 4L       &lt;br /&gt;
| 93    &lt;br /&gt;
|Fr: [[HMG]]&lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2279 Info]   &lt;br /&gt;
| Available as a Rental Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Devastator]]     &lt;br /&gt;
|[[Apache]]    &lt;br /&gt;
| 4L       &lt;br /&gt;
| 283   &lt;br /&gt;
|Fr: [[CC]], [[HGG]], Le: [[MG]], Ri: [[MG]] &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58888 Info]  &lt;br /&gt;
|   &lt;br /&gt;
|-&lt;br /&gt;
|[[Discord]]        &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 266   &lt;br /&gt;
|Fr: [[ATG]], [[RL]], Le: [[MR]], Ri: [[MR]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130464 Info]  &lt;br /&gt;
|   &lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon`s Breath]]&lt;br /&gt;
|[[Buzzer]]&lt;br /&gt;
| 4L&lt;br /&gt;
| &lt;br /&gt;
| Fr: [[CC]]x2, Le: [[HR]], Ri: [[HR]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Duellist]]       &lt;br /&gt;
|[[Moose]]     &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 132   &lt;br /&gt;
|Fr: [[MMG]]x2, Le: [[MR]], Ri: [[MR]], Re: [[MR]]x2&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130457 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
{{NPCVehicleRow|name=[[Duet]]|chassis=[[Symphony]]|engine=2L|cr=?|weapons=Fr: 2x[[MG]]|occupants=1}}  &lt;br /&gt;
|- &lt;br /&gt;
|[[Eliminator]]     &lt;br /&gt;
|[[Voyager]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 111   &lt;br /&gt;
|Fr: [[MG]]x2, Re: [[MG]]&lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=9899 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Emergency Room]] &lt;br /&gt;
|[[Ambulance]] &lt;br /&gt;
| 5L       &lt;br /&gt;
| 368   &lt;br /&gt;
|Fr: [[ATG]], [[CR]], Le: [[CR]], Ri: [[CR]], Re: [[CR]]x2 &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8239 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Evan Bandit]]    &lt;br /&gt;
|[[Symphony]]  &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 147   &lt;br /&gt;
|Fr: [[HMG]], [[MML]], Le: [[GG]], Ri: [[GG]]&lt;br /&gt;
| 2&lt;br /&gt;
|[http://dark-wind.com/vehicle.php?id=58900 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Evan Enforcer]]  &lt;br /&gt;
|[[Symphony]]  &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 128   &lt;br /&gt;
|Fr: [[CR]]x2, Re: [[MG]]&lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2276 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Ferret]]         &lt;br /&gt;
|[[Voyager]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 114   &lt;br /&gt;
|Fr: [[CR]], [[MMG]]    &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130458 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang]]      &lt;br /&gt;
|[[Flash]]     &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 74    &lt;br /&gt;
| Fr: [[CR]], Re: [[MR]], [[HR]]   &lt;br /&gt;
| 1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=70753 Info] &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Freelance]]      &lt;br /&gt;
|[[Mercenary]]    &lt;br /&gt;
| 2.0L      &lt;br /&gt;
| 92    &lt;br /&gt;
| Fr: [[HMG]]x2&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Gallowglass]]&lt;br /&gt;
|[[Apache]]  &lt;br /&gt;
| 4L  &lt;br /&gt;
| 221  &lt;br /&gt;
| Fr: [[Heavy Machine Gun|HMG]]x2, Le: [[Heavy Rocket|HR]], Ri: [[Heavy Rocket|HR]], Re: [[Heavy Rocket|HR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=126286 Info] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Garbageman]]&lt;br /&gt;
|[[Trash Truck]]  &lt;br /&gt;
| 8L  &lt;br /&gt;
| 375  &lt;br /&gt;
| Fr: 2x[[Rocket Launcher|RL]], Le: [[Anti-Tank Gun|ATG]], Ri: [[Anti-Tank Gun|ATG]], Re: [[Heavy Machine Gun|HMG]]&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| Heavily armoured and dangerous on all sides, but underarmed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Gladiator]]  &lt;br /&gt;
|[[Chomper]]  &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| 190  &lt;br /&gt;
| Fr: [[Heavy Machine Gun|HMG]], [[ReRam]], Re: [[MG]], Le: [[MR]], Ri: [[MR]]&lt;br /&gt;
|  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58905 Info] &lt;br /&gt;
| A power chomper with ram and big guns.  Use caution. &lt;br /&gt;
|-&lt;br /&gt;
|[[Gunboat]]  &lt;br /&gt;
|[[Two-Axle Lorry]]  &lt;br /&gt;
| 8L  &lt;br /&gt;
| 496  &lt;br /&gt;
| Fr: [[RL]]x2, Le: [[CC]]x2, Ri: [[CC]]x2, Re: [[HMG]]x2  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58906 Info] &lt;br /&gt;
| Twin Car Cannons on each side are extremely dangerous. &lt;br /&gt;
|-&lt;br /&gt;
|[[Harpy]]  &lt;br /&gt;
|[[Sonic]]  &lt;br /&gt;
| 1.0L&lt;br /&gt;
| 102&lt;br /&gt;
| Fr: [[Rocket Launcher|RL]] &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198270 Info]&lt;br /&gt;
|Rocket Launchers are never good, but constant hits can keep this guy off-target. &lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Stroke]] &lt;br /&gt;
|[[Fire Engine]] &lt;br /&gt;
| 9.4L&lt;br /&gt;
| 447&lt;br /&gt;
| Fr: [[TG]], [[HMG]], Le: [[HF]], Ri: [[HF]], Re: [[RL]]x2&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8240 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hellfire]]  &lt;br /&gt;
|[[Hearse]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 234 &lt;br /&gt;
| Fr: [[CR]], [[ATG]], Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5043 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hornet]] &lt;br /&gt;
|[[Offroad Buggy]]&lt;br /&gt;
| 1.0L&lt;br /&gt;
| 44&lt;br /&gt;
| Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=747 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[RL]], Le: [[FT]], Ri: [[FT]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=81 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot II]]&lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 122&lt;br /&gt;
| Fr: [[Rocket Launcher|RL]], Le: [[Flamethrower|FT]], Ri: [[Flamethrower|FT]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198250 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Kern]]&lt;br /&gt;
|[[Windsor II]] &lt;br /&gt;
| 3.2L&lt;br /&gt;
| 149&lt;br /&gt;
| Fr: [[Heavy Machine Gun|HMG]], [[Machine Gun|MG]], Le: [[Medium Rocket|MR]], Ri: [[Medium Rocket|MR]] &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=126285 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Killer Wasp]] &lt;br /&gt;
|[[Flash]] &lt;br /&gt;
| 2.0L&lt;br /&gt;
| 64&lt;br /&gt;
| Fr: [[Micromissile Launcher|MML]]x2&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139294 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[King Silage]] &lt;br /&gt;
|[[Wurzel]] &lt;br /&gt;
| 4.0L&lt;br /&gt;
| 155&lt;br /&gt;
| Fr: [[CGL]], [[PG]], Le: [[HR]], Ri: [[HR]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Slow, but super strong armor and climbs hills/dunes easily.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lancer]]  &lt;br /&gt;
|[[Chevalier]] &lt;br /&gt;
| 2.0L &lt;br /&gt;
| 137  &lt;br /&gt;
| Fr: [[Car Rifle|CR]], [[Rocket Launcher|RL]], Le: [[Medium Rocket|MR]], Ri: [[Medium Rocket|MR]], Re: [[Light Rocket|LR]] &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130463 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Longshot]]  &lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 3.2L &lt;br /&gt;
| 118  &lt;br /&gt;
| Fr: [[Medium Machine Gun|MMG]]x2 &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=27017 Info]&lt;br /&gt;
| One of the more dangerous Phoenix builds.  Try not to hit it head on.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mantis]]&lt;br /&gt;
|[[Sunrise]] &lt;br /&gt;
| 4L &lt;br /&gt;
| 124&lt;br /&gt;
|Fr: [[MML]]x2, Le:[[LR]], Ri:[[LR]]&lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2281 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[McFlyer]] &lt;br /&gt;
|[[McFly]]&lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 137&lt;br /&gt;
|Fr: [[HGG]], [[GG]], Le: [[LR]], Ri: [[MR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=116425 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mongoose]] &lt;br /&gt;
|[[Voyager]]&lt;br /&gt;
| 3.2L &lt;br /&gt;
| 116&lt;br /&gt;
|Fr: [[RL]], [[GG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130459 Info]  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Bomber]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 142&lt;br /&gt;
| Fr: [[CGL]], [[PG]], Le: [[GG]], Ri: [[GG]]&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Maelstrom]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 136 &lt;br /&gt;
| Fr: [[CGL]]x2, Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139301 Info] &lt;br /&gt;
| AI can be very accurate with CGLs.  Try not to sit still in range for too long. &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Marauder]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 160&lt;br /&gt;
|Fr: [[RL]]x2, Le: [[MG]], Ri: [[MG]]  &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2280 Info] &lt;br /&gt;
| The most threatening pickup. Becomes more dangerous when demoed. Kill it! Also a Rental Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Masher]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 136&lt;br /&gt;
|Fr: [[MML]]x2, Le: [[MG]], Ri: [[MG]]  &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2280 Info] &lt;br /&gt;
| A less lethal version of the Mutant Marauder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Mauler]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 148&lt;br /&gt;
| Fr: [[CGL]], [[RL]], Le: [[MG]], Ri: [[MG]] &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139300 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Merc]] &lt;br /&gt;
|[[Mercenary]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 165&lt;br /&gt;
| Fr: [[ATG]], [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8233 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Mulcher]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 3.2L &lt;br /&gt;
| 148&lt;br /&gt;
| Fr: [[ReRam]], [[PS]], Le: [[GG]], Ri: [[GG]] &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58913 Info] &lt;br /&gt;
| Not much threat if you can avoid the initial ram.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Rancher]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 143&lt;br /&gt;
| Fr: [[VSG]], [[Car Rifle|CR]], Le: [[MML]], Ri: [[MML]] &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58920 Info]&lt;br /&gt;
| The least threatening of the Mutant pickups. &lt;br /&gt;
|-&lt;br /&gt;
|[[Nailgun]] &lt;br /&gt;
|[[Cadrona]]&lt;br /&gt;
| 1.0L&lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[CR]] &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=91205 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Overture]]&lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 132&lt;br /&gt;
| Fr: [[HR]], [[RL]], Le: [[HR]], Ri: [[HR]], Re: [[HR]]x2&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id= Info] &lt;br /&gt;
| HRs are inaccurate at range but deadly close up.  Keep away!&lt;br /&gt;
|-&lt;br /&gt;
|[[Pegasus]]&lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 3.2L V8  &lt;br /&gt;
| 131&lt;br /&gt;
| Fr: [[Car Rifle|CR]], [[RL]] &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139292 Info]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Poltergeist]] &lt;br /&gt;
|[[Spirit]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 153&lt;br /&gt;
| Fr: [[HMG]], [[RL]], Re: [[MG]]x2   &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8236 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Pulveriser]] &lt;br /&gt;
|[[Apache]]&lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 208&lt;br /&gt;
| Fr: [[ReRam]], [[HF]], Le: [[HR]], Ri: [[HR]] &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58119 Info] &lt;br /&gt;
| Keep this dangerous vehicle at a distance. &lt;br /&gt;
|-&lt;br /&gt;
|[[Punisher]] &lt;br /&gt;
|[[Apache]]&lt;br /&gt;
| 4L &lt;br /&gt;
| 228&lt;br /&gt;
| Fr: [[Car Rifle|CR]]x2, Re: RL&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5045 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Purple Haze]]  &lt;br /&gt;
|[[Motorhome]]&lt;br /&gt;
| 5L  &lt;br /&gt;
| 243&lt;br /&gt;
|Fr: [[ATG]],[[Ram]], Le: [[Medium Rocket|MR]], [[Flamethrower|FT]], Ri: [[Medium Rocket|MR]], [[Flamethrower|FT]], Re: [[HMG]]&lt;br /&gt;
|   &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Quick Draw]]  &lt;br /&gt;
|[[Big Pickup]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
|   &lt;br /&gt;
| Fr: [[Car Cannon|CC]], [[Paint Gun|PG]], Le: [[Heavy Rocket|HR]], Ri: [[Heavy Rocket|HR]]&lt;br /&gt;
|   &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Radon Rancher]] &lt;br /&gt;
|[[Bullet]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| 205&lt;br /&gt;
| Fr: [[Heavy Laser]], [[Spikes]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5041 Info] &lt;br /&gt;
| Paydirt.  May no longer exist in the wild.&lt;br /&gt;
|-&lt;br /&gt;
|[[Razorback]]&lt;br /&gt;
|[[Spirit]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 141 &lt;br /&gt;
| Fr: [[HGG]], [[MG]], Le: [[HR]], Ri: [[HR]], Re: [[Medium Rocket|MR]]x2&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=24353 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Rocky]]&lt;br /&gt;
|[[Raccoon]]&lt;br /&gt;
| 1.0L &lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[MMG]], Le: [[MR]], Ri: [[MR]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=91212 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Scorpion]] &lt;br /&gt;
|[[Sunrise]] &lt;br /&gt;
| 2.0L&lt;br /&gt;
| 124&lt;br /&gt;
| Fr: [[RL]]x2, Le: [[LR]], Ri: [[LR]] &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2281 Info] &lt;br /&gt;
| Dangerous but underpowered and underarmored. &lt;br /&gt;
|-&lt;br /&gt;
|[[Sir Rocket]] &lt;br /&gt;
|[[Chevalier]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 120&lt;br /&gt;
| Fr: [[RL]]x2, Re: [[LR]], Le: [[LR]] &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58903 Info]&lt;br /&gt;
| Dangerous but easy to kill. &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[Squire]]  &lt;br /&gt;
|[[Chevalier]]  &lt;br /&gt;
| 2.0L &lt;br /&gt;
| 126  &lt;br /&gt;
| Fr: [[MML]]x2, Le: [[MG]], Ri: [[MG]] &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198271 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Stingray]] &lt;br /&gt;
|[[Moray]]&lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 115&lt;br /&gt;
| Fr: [[RL]], [[MML]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=70752 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Texan Rattler]] &lt;br /&gt;
|[[Vampire]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 100&lt;br /&gt;
| Fr: [[MML]]x2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Texan Strongarm]] &lt;br /&gt;
|[[Carrier Van]]  &lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 178 &lt;br /&gt;
| Fr: [[CC]], [[HMG]], Re: [[HMG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5042 Info]&lt;br /&gt;
| Easy to kill, and good loot - just keep away from the front.&lt;br /&gt;
|-&lt;br /&gt;
|[[Thresher]] &lt;br /&gt;
|[[Flail]]  &lt;br /&gt;
| ??? &lt;br /&gt;
| ??? &lt;br /&gt;
| Fr: [[Laser]]x2, Le: [[MR]], Ri: [[MR]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Trebuchet]]&lt;br /&gt;
|[[Apache]]  &lt;br /&gt;
| 4L  &lt;br /&gt;
| 224&lt;br /&gt;
| Fr: [[HMG]], [[CGL]], Le: [[Light Rocket|LR]], Ri: [[Medium Rocket|MR]], Re: [[RL]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139299 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Wardance]] &lt;br /&gt;
|[[Buccaneer]] &lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 115&lt;br /&gt;
| Fr: [[RL]], [[MML]]&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139297 Info] &lt;br /&gt;
| Very Fast. Might have A-armor.  A threat to unarmed travel vehicles.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild Hunter]] &lt;br /&gt;
|[[Pike]] &lt;br /&gt;
| 4L&lt;br /&gt;
| 132&lt;br /&gt;
| Fr: [[HCR]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=70761 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wilderness Trader Vehicles==&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Vehicle !! [[Chassis]] !! [[Engine]] !! [[CR|Combat Rating]] !! class=&amp;quot;unsortable&amp;quot; | [[Weapons]] !! class=&amp;quot;unsortable&amp;quot; | Occupants !! class=&amp;quot;unsortable&amp;quot; | Info !! class=&amp;quot;unsortable&amp;quot; | Comments &lt;br /&gt;
|-&lt;br /&gt;
|[[Arbalest]]&lt;br /&gt;
|[[Box Van]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| 182&lt;br /&gt;
|Fr: [[Ram]], Ri: [[PS]], Le: [[PS]], Re: [[Mounted Mortar|MM]], [[HGG]]&lt;br /&gt;
| ?&lt;br /&gt;
| [http://www.dark-wind.com/vehicle.php?id=198256 Info]&lt;br /&gt;
| Relatively weak armor. Some dangerous rear weapons that make for good loot. Trader Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cacophony]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 112  &lt;br /&gt;
|Re: [[FOJ]], [[Car Rifle|CR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=? Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Estate Trader]]      &lt;br /&gt;
|[[Estate]]     &lt;br /&gt;
| 1.8L       &lt;br /&gt;
| 116    &lt;br /&gt;
| Fr: [[MMG]], Re: [[RL]]x2   &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=181406 Info] &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Runner]]&lt;br /&gt;
|[[Mercenary]]&lt;br /&gt;
| 1.6L&lt;br /&gt;
| &lt;br /&gt;
| Re: [[CGL]], [[HMG]] Ri: [[MG]], ?: [[MG]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Southern Trader]] &lt;br /&gt;
|[[Two-Axle Lorry]] &lt;br /&gt;
| 8L &lt;br /&gt;
| 276&lt;br /&gt;
| Fr: [[HMG]], [[MR]], Ri: [[HMG]], Le: [[HMG]], Re: [[CR]], [[ATG]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| It's not much different from the Trader lorry, but with more armor and heavier guns&lt;br /&gt;
|-&lt;br /&gt;
|[[Trader Lorry]]&lt;br /&gt;
|[[Two-Axle Lorry]]  &lt;br /&gt;
| 8L&lt;br /&gt;
| 117&lt;br /&gt;
| Fr: [[MG]], Le: [[MG]], Ri: [[MG]], Re: [[HMG]], [[CGL]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Trader Pickup]]&lt;br /&gt;
|[[Pickup]]  &lt;br /&gt;
| 2.0L&lt;br /&gt;
| 100&lt;br /&gt;
| Fr: [[RL]], Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Trade Runner]]&lt;br /&gt;
|[[Phoenix]]  &lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 131&lt;br /&gt;
| Re: [[HMG]]x2&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=32208 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Trader Van]]&lt;br /&gt;
|[[Carrier Van]]  &lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 70&lt;br /&gt;
| Fr: [[MG]], Re: [[MG]], [[MD]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=884 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== In-Town Event Vehicles ==&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Vehicle !! [[Chassis]] !! [[Engine]] !! [[CR|Combat Rating]] !! class=&amp;quot;unsortable&amp;quot; | [[Weapons]] !! class=&amp;quot;unsortable&amp;quot; | Occupants !! class=&amp;quot;unsortable&amp;quot; | Info !! class=&amp;quot;unsortable&amp;quot; | Comments &lt;br /&gt;
|-&lt;br /&gt;
|[[Asp]] &lt;br /&gt;
|[[Vampire]]&lt;br /&gt;
| 5L V8  &lt;br /&gt;
| 50  &lt;br /&gt;
|Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=82 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Asp II]] &lt;br /&gt;
|[[Vampire]]&lt;br /&gt;
| 4L&lt;br /&gt;
| 43  &lt;br /&gt;
|Fr: [[MG]], Re: [[OJ]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=83 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]  &lt;br /&gt;
|[[Symphony]] &lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 53   &lt;br /&gt;
|Fr: [[MG]], Re: [[MG]]  &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=739 Info] &lt;br /&gt;
| Very lightly armored  &lt;br /&gt;
|-&lt;br /&gt;
|[[Boxer]]&lt;br /&gt;
|[[Box Van]]&lt;br /&gt;
| 4L  &lt;br /&gt;
| 146  &lt;br /&gt;
|Fr: [[MG]]x2, Re: [[CC]], [[FOJ]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8238 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Constrictor]] &lt;br /&gt;
|[[Vampire]] &lt;br /&gt;
| 4L  &lt;br /&gt;
| 85  &lt;br /&gt;
|Fr: [[Car Rifle|CR]], [[Spikes]], Le: [[Light Rocket|LR]], Re: [[Light Rocket|LR]]&lt;br /&gt;
|1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=738 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Cruncher]] &lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 52   &lt;br /&gt;
|Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=746 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Da Vinci]]       &lt;br /&gt;
|[[Mercenary]] &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 119   &lt;br /&gt;
|Fr: [[PG]], [[MG]], Le: [[PS]], Ri: [[PS]]  &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58122 Info]   &lt;br /&gt;
| Paint-based attack vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Da Vinci II]]    &lt;br /&gt;
|[[Mercenary]] &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 93    &lt;br /&gt;
|Fr: [[PG]], [[MG]], Le: [[PS]], Re: [[PS]]  &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58123 Info]   &lt;br /&gt;
| Paint-based attack vehicle.&lt;br /&gt;
|- &lt;br /&gt;
|[[Death Cadrona]]  &lt;br /&gt;
|[[Cadrona]]   &lt;br /&gt;
| 1.6L     &lt;br /&gt;
| 63    &lt;br /&gt;
|Fr: [[MMG]]                   &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=10252 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Death Symphony]] &lt;br /&gt;
|[[Symphony]]  &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 103   &lt;br /&gt;
|Fr: [[Car Rifle|CR]], Le: [[MG]], Re: [[HMG]]    &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=734 Info]  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathflash]]     &lt;br /&gt;
|[[Flash]]     &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 60    &lt;br /&gt;
|Fr: [[MG]], Re: [[MD]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8237 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathmarley]]    &lt;br /&gt;
|[[Marley]]    &lt;br /&gt;
| 1.6L     &lt;br /&gt;
| 42    &lt;br /&gt;
|Fr: [[MG]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=745  Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathmarley II]] &lt;br /&gt;
|[[Marley]]    &lt;br /&gt;
| 1.6L     &lt;br /&gt;
| 50    &lt;br /&gt;
|Fr: [[MG]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=1163 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathmarley III]]&lt;br /&gt;
|[[Marley]]    &lt;br /&gt;
| 1.0L       &lt;br /&gt;
| 57    &lt;br /&gt;
|Fr: [[MG]], Re: [[MG]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=1164 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Stalker]] &lt;br /&gt;
|[[Chomper]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 118   &lt;br /&gt;
|Fr: [[HMG]], Re: [[MG]]&lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=48  Info]  &lt;br /&gt;
| Exposed engine and thin armor - easy kill.&lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Tank]]    &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 183   &lt;br /&gt;
|Fr: [[ATG]], Le: [[MG]], Re: [[HMG]] &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=733 Info]   &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Flame Runner]]   &lt;br /&gt;
|[[Roadrunner]]&lt;br /&gt;
| 3.2L V8  &lt;br /&gt;
| 68    &lt;br /&gt;
|Le: [[FT]], Re: [[FT]]  &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=12755 Info]   &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[RL]], Le: [[FT]], Ri: [[FT]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=81 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot II]]&lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 122&lt;br /&gt;
| Fr: [[Rocket Launcher|RL]], Le: [[Flamethrower|FT]], Ri: [[Flamethrower|FT]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198250 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Killer Bee]]  &lt;br /&gt;
|[[Offroad Buggy]] &lt;br /&gt;
| 0.6L &lt;br /&gt;
| 64 &lt;br /&gt;
| Fr:[[Gatling Gun|GG]], [[Heavy Rocket|HR]] &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58912 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Macho Van]] &lt;br /&gt;
|[[Carrier Van]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 107&lt;br /&gt;
|Fr: [[HMG]] / [[Spikes]], Le: [[FT]], Ri: [[FT]], Re: [[HMG]] / [[MD]]&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| Death Race Vehicle. A real death-trap. This thing explodes when scratched.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mini Stomper]] &lt;br /&gt;
|[[Dustup]]&lt;br /&gt;
| 1.6L&lt;br /&gt;
| 58&lt;br /&gt;
|Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8232 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Pitbull]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 79&lt;br /&gt;
| Fr: [[HMG]], [[Spikes]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=80 Info] &lt;br /&gt;
| Lightly armored Race vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Porcupine]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 67&lt;br /&gt;
| Fr: [[MG]], Re: [[SD]], [[MD]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=37 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Racing Alpha]]  &lt;br /&gt;
|[[Alpha]]  &lt;br /&gt;
| 1.2L &lt;br /&gt;
| 32  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=79 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Racing Chevalier]]  &lt;br /&gt;
|[[Chevalier]]  &lt;br /&gt;
| 3.2L &lt;br /&gt;
| 32  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=7421 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Racing Moose]]  &lt;br /&gt;
|[[Moose]]  &lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 32  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=7420 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Rising Sun]]&lt;br /&gt;
|[[Sunrise]]&lt;br /&gt;
| 4L&lt;br /&gt;
| 124&lt;br /&gt;
| Fr: [[Laser]], Re: [[Smokescreen|SS]], Le: [[MiniR]], Ri: [[MiniR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=86 Info] &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Rocketsonic]]&lt;br /&gt;
|[[Sonic]]&lt;br /&gt;
| 1L&lt;br /&gt;
| 73&lt;br /&gt;
| Fr: [[LR]], [[MiniR]], Re: [[RB]]&lt;br /&gt;
| 1&lt;br /&gt;
|  &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Solar Flare]]  &lt;br /&gt;
|[[Sunrise]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 74  &lt;br /&gt;
| Front: [[RL]], [[MML]]  &lt;br /&gt;
| 1  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=91211 Info] &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Sporty Van]]  &lt;br /&gt;
|[[Carrier Van]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 42  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=30 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Stinger]] &lt;br /&gt;
|[[Offroad Buggy]]&lt;br /&gt;
| 0.6L&lt;br /&gt;
| 46&lt;br /&gt;
| Fr: [[MG]], Re: [[LR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=735 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Sunbeam]]  &lt;br /&gt;
|[[Sunrise]]  &lt;br /&gt;
| 3.2L &lt;br /&gt;
| 32  &lt;br /&gt;
| &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=740 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Sunburn]]&lt;br /&gt;
|[[Sunrise]]&lt;br /&gt;
| 5L V8&lt;br /&gt;
| 93&lt;br /&gt;
| Fr: [[HR]], [[Spikes]], Re: [[RB]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=10251 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Terrier]]&lt;br /&gt;
|[[Alpha]]&lt;br /&gt;
| 1.2L&lt;br /&gt;
| 78&lt;br /&gt;
| Fr: [[HMG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=54 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[TurboLandrunner]]  &lt;br /&gt;
|[[Landrunner]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 99  &lt;br /&gt;
|&lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=12 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Voyager1]]  &lt;br /&gt;
|[[Voyager]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 30  &lt;br /&gt;
| &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=7422 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Vulcan]] &lt;br /&gt;
|[[Windsor]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| 123&lt;br /&gt;
| Fr: [[HCR]], Re: [[GG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=10254 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Yorkie]] &lt;br /&gt;
|[[Alpha]]&lt;br /&gt;
| 1.0L&lt;br /&gt;
| 55&lt;br /&gt;
| Fr: [[MML]], Re: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=88 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category: NPC Vehicles]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=NPC_Vehicles&amp;diff=2469</id>
		<title>NPC Vehicles</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=NPC_Vehicles&amp;diff=2469"/>
		<updated>2011-02-26T17:38:52Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Wilderness Combat Vehicles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TO-DO:&lt;br /&gt;
* Add tyre type under the description for each NPC vehicle as we acquire them ourselves in-game.&lt;br /&gt;
* Find vehicle ID's.&lt;br /&gt;
&lt;br /&gt;
==Wilderness Combat Vehicles==&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Vehicle !! [[Chassis]] !! [[Engine]] !! [[CR|Combat Rating]] !! class=&amp;quot;unsortable&amp;quot; | [[Weapons]] !! class=&amp;quot;unsortable&amp;quot; | Occupants !! class=&amp;quot;unsortable&amp;quot; | Info !! class=&amp;quot;unsortable&amp;quot; | Comments &lt;br /&gt;
{{NPCVehicleRow|name=[[57 Gunner]]|chassis=[[Fiftyseven]]|engine=3.2L V8|cr=110|weapons=Fr: [[HGG]], Le: [[Light Rocket|LR]], Ri: [[Medium Rocket|MR]]}}  &lt;br /&gt;
|- &lt;br /&gt;
|[[Antagonist]]  &lt;br /&gt;
|[[Moose]]  &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| 134  &lt;br /&gt;
|Fr: [[HMG]], [[Car Rifle|CR]]  &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=9897 Info] &lt;br /&gt;
| Available as a Rental vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Badlander]] &lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 4L  &lt;br /&gt;
| 119  &lt;br /&gt;
|Fr: [[HMG]], Re: [[MML]]  &lt;br /&gt;
|1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2278 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Bandit]] &lt;br /&gt;
|[[Raccoon]]&lt;br /&gt;
| 1.0L  &lt;br /&gt;
| 74  &lt;br /&gt;
|Fr: [[CGL]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Not very dangerous, but the [[CGL]] is good loot.  Tends to charge into close range. &lt;br /&gt;
|-&lt;br /&gt;
|[[Bantam]] &lt;br /&gt;
|[[Marley]]&lt;br /&gt;
| 1.6L  &lt;br /&gt;
| 81  &lt;br /&gt;
|Fr: [[MMG]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|[[Chomper]] &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| &lt;br /&gt;
| Fr: [[RL]], [[MMG]], Ri: [[Light Rocket|LR]], Le: [[MML]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Beaster]] &lt;br /&gt;
|[[Box Van]]&lt;br /&gt;
| 4L  &lt;br /&gt;
| 174  &lt;br /&gt;
|Fr: [[Ram]],[[HMG]], Ri: [[GG]], Le: [[GG]], Re: [[GG]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Relatively weak armor. &lt;br /&gt;
|-&lt;br /&gt;
|[[Big Meanie]] &lt;br /&gt;
|[[Big Pickup]]&lt;br /&gt;
| 4L &lt;br /&gt;
| 214  &lt;br /&gt;
|Fr: [[HGG]], [[RL]], Le: [[GG]], Ri: [[GG]]    &lt;br /&gt;
|2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=56386 Info] &lt;br /&gt;
|Heavily armed big pickup with a 4L engine. &lt;br /&gt;
|-&lt;br /&gt;
|[[Biter]]  &lt;br /&gt;
|[[Phoenix]]  &lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 114  &lt;br /&gt;
|Fr: [[MMG]], [[MG]]  &lt;br /&gt;
| 1  &lt;br /&gt;
| &lt;br /&gt;
| Machine gun packed Phoenix.&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Gold]]&lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| ?&lt;br /&gt;
|Fr: [[RL]],[[RL]], Ri: [[MMG]], Le: [[MMG]]&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Rock]] &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 255  &lt;br /&gt;
|Fr: [[RL]], [[HMG]], Le: [[MG]], Ri: [[MG]], Re: [[MG]]   &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=56387 Info] &lt;br /&gt;
|Heavily armored machine, deadly at medium ranges. &lt;br /&gt;
|-&lt;br /&gt;
|[[Black Stone]] &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L V8  &lt;br /&gt;
| 275  &lt;br /&gt;
|Fr: [[RL]], [[HGG]], Le: [[GG]], Ri: [[GG]], Re: [[GG]]   &lt;br /&gt;
|2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=56388 Info] &lt;br /&gt;
|Hits harder than Black Rock, but poorer range.&lt;br /&gt;
|-&lt;br /&gt;
|[[Blitzer]] &lt;br /&gt;
|[[Chomper]] &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| 170  &lt;br /&gt;
|Fr: [[HMG]], [[RL]], Re: [[MG]]  &lt;br /&gt;
|2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2277 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Bullseye]]&lt;br /&gt;
|[[Bullet]] &lt;br /&gt;
| 4L &lt;br /&gt;
| 112  &lt;br /&gt;
|Fr: [[Car Rifle|CR]], Le: [[Medium Rocket|MR]], Ri: [[Medium Rocket|MR]], Re: [[HR]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Butterfly II]]&lt;br /&gt;
|[[Windsor II]] &lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 142  &lt;br /&gt;
|Fr: [[GG]]x2 &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| Good loot, easy kill when flanked. &lt;br /&gt;
|-&lt;br /&gt;
|[[Buzzcut]]&lt;br /&gt;
|[[Buzzer]]&lt;br /&gt;
| 4L&lt;br /&gt;
| N/A&lt;br /&gt;
| Fr: [[HGG]]x2, Le: [[GG]], Ri: [[GG]], Re: [[MG]]x2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Buzz This!]] &lt;br /&gt;
|[[Buzzer]] &lt;br /&gt;
| 3.2L   &lt;br /&gt;
| 354  &lt;br /&gt;
|Fr: [[ATG]], [[HMG]], Re: [[HMG]]x2&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8234 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Chaser]] &lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 4L  &lt;br /&gt;
| 104  &lt;br /&gt;
|Fr: [[MMG]]&lt;br /&gt;
| 3  &lt;br /&gt;
| &lt;br /&gt;
| Available as a Rental Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Chulainn]] &lt;br /&gt;
|[[Apache]]&lt;br /&gt;
| 4L &lt;br /&gt;
| ???&lt;br /&gt;
| Fr: [[HGG]], [[HGG]], Le: [[Something]], Ri: [[Another something]] &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58119 Info] &lt;br /&gt;
| Valuable loot if you can take the HGG's intact. &lt;br /&gt;
|-&lt;br /&gt;
|[[Crescendo]]  &lt;br /&gt;
|[[Symphony]] &lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 125  &lt;br /&gt;
|Fr: [[Flamethrower|FT]], [[RL]], Re: [[MML]]  &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58117 Info] &lt;br /&gt;
| An offroad-capable symph that can fire rockets ahead and behind, and closes in for the kill with a flamethrower. &lt;br /&gt;
|-&lt;br /&gt;
|[[Cutlass]] &lt;br /&gt;
|[[Buccaneer]]&lt;br /&gt;
| 4L  &lt;br /&gt;
| 169  &lt;br /&gt;
|Fr: [[Laser]], Re: [[MG]]  &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2282 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Da Vinci]]       &lt;br /&gt;
|[[Mercenary]] &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 119   &lt;br /&gt;
|Fr: [[PG]], [[MG]], Le: [[PS]], Ri: [[PS]]  &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58122 Info]   &lt;br /&gt;
| Paint-based attack vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Damocles]]       &lt;br /&gt;
|[[Apache]] &lt;br /&gt;
| 4L     &lt;br /&gt;
| 274   &lt;br /&gt;
|Fr: 2x[[ATG]]  &lt;br /&gt;
| ?&lt;br /&gt;
|    &lt;br /&gt;
| New build?&lt;br /&gt;
|-&lt;br /&gt;
|[[Dervish]]        &lt;br /&gt;
|[[Voyager]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 122   &lt;br /&gt;
|Fr: [[HMG]], Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130460 Info] &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Flame]]   &lt;br /&gt;
|[[Phoenix]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 125   &lt;br /&gt;
|Fr: [[CR]], [[MG]], Re: [[MG]]&lt;br /&gt;
|  1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=4975 Info]  &lt;br /&gt;
| Single occupant.&lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Siren]]   &lt;br /&gt;
|[[Sonic]]     &lt;br /&gt;
| 1.2L     &lt;br /&gt;
| 108   &lt;br /&gt;
|Fr: [[HMG]]    &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=9895 Info]  &lt;br /&gt;
| Surprisingly heavy armor, prone to tumble &lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Striker]] &lt;br /&gt;
|[[Vampire]]   &lt;br /&gt;
| 4L       &lt;br /&gt;
| 93    &lt;br /&gt;
|Fr: [[HMG]]&lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2279 Info]   &lt;br /&gt;
| Available as a Rental Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Devastator]]     &lt;br /&gt;
|[[Apache]]    &lt;br /&gt;
| 4L       &lt;br /&gt;
| 283   &lt;br /&gt;
|Fr: [[CC]], [[HGG]], Le: [[MG]], Ri: [[MG]] &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58888 Info]  &lt;br /&gt;
|   &lt;br /&gt;
|-&lt;br /&gt;
|[[Discord]]        &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 266   &lt;br /&gt;
|Fr: [[ATG]], [[RL]], Le: [[MR]], Ri: [[MR]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130464 Info]  &lt;br /&gt;
|   &lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon`s Breath]]&lt;br /&gt;
|[[Buzzer]]&lt;br /&gt;
| 4L&lt;br /&gt;
| &lt;br /&gt;
| Fr: [[CC]]x2, Le: [[HR]], Ri: [[HR]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Duellist]]       &lt;br /&gt;
|[[Moose]]     &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 132   &lt;br /&gt;
|Fr: [[MMG]]x2, Le: [[MR]], Ri: [[MR]], Re: [[MR]]x2&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130457 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
{{NPCVehicleRow|name=[[Duet]]|chassis=[[Symphony]]|engine=2L|cr=?|weapons=Fr: 2x[[MG]]|occupants=1}}  &lt;br /&gt;
|- &lt;br /&gt;
|[[Eliminator]]     &lt;br /&gt;
|[[Voyager]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 111   &lt;br /&gt;
|Fr: [[MG]]x2, Re: [[MG]]&lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=9899 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Emergency Room]] &lt;br /&gt;
|[[Ambulance]] &lt;br /&gt;
| 5L       &lt;br /&gt;
| 368   &lt;br /&gt;
|Fr: [[ATG]], [[CR]], Le: [[CR]], Ri: [[CR]], Re: [[CR]]x2 &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8239 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Evan Bandit]]    &lt;br /&gt;
|[[Symphony]]  &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 147   &lt;br /&gt;
|Fr: [[HMG]], [[MML]], Le: [[GG]], Ri: [[GG]]&lt;br /&gt;
| 2&lt;br /&gt;
|[http://dark-wind.com/vehicle.php?id=58900 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Evan Enforcer]]  &lt;br /&gt;
|[[Symphony]]  &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 128   &lt;br /&gt;
|Fr: [[CR]]x2, Re: [[MG]]&lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2276 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Ferret]]         &lt;br /&gt;
|[[Voyager]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 114   &lt;br /&gt;
|Fr: [[CR]], [[MMG]]    &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130458 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang]]      &lt;br /&gt;
|[[Flash]]     &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 74    &lt;br /&gt;
| Fr: [[CR]], Re: [[MR]], [[HR]]   &lt;br /&gt;
| 1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=70753 Info] &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Freelance]]      &lt;br /&gt;
|[[Mercenary]]    &lt;br /&gt;
| 2.0L      &lt;br /&gt;
| 92    &lt;br /&gt;
| Fr: [[HMG]]x2&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Gallowglass]]&lt;br /&gt;
|[[Apache]]  &lt;br /&gt;
| 4L  &lt;br /&gt;
| 221  &lt;br /&gt;
| Fr: [[Heavy Machine Gun|HMG]]x2, Le: [[Heavy Rocket|HR]], Ri: [[Heavy Rocket|HR]], Re: [[Heavy Rocket|HR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=126286 Info] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Garbageman]]&lt;br /&gt;
|[[Trash Truck]]  &lt;br /&gt;
| 8L  &lt;br /&gt;
| 375  &lt;br /&gt;
| Fr: [[Rocket Launcher|RL]]&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Gladiator]]  &lt;br /&gt;
|[[Chomper]]  &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| 190  &lt;br /&gt;
| Fr: [[Heavy Machine Gun|HMG]], [[ReRam]], Re: [[MG]], Le: [[MR]], Ri: [[MR]]&lt;br /&gt;
|  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58905 Info] &lt;br /&gt;
| A power chomper with ram and big guns.  Use caution. &lt;br /&gt;
|-&lt;br /&gt;
|[[Gunboat]]  &lt;br /&gt;
|[[Two-Axle Lorry]]  &lt;br /&gt;
| 8L  &lt;br /&gt;
| 496  &lt;br /&gt;
| Fr: [[RL]]x2, Le: [[CC]]x2, Ri: [[CC]]x2, Re: [[HMG]]x2  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58906 Info] &lt;br /&gt;
| Twin Car Cannons on each side are extremely dangerous. &lt;br /&gt;
|-&lt;br /&gt;
|[[Harpy]]  &lt;br /&gt;
|[[Sonic]]  &lt;br /&gt;
| 1.0L&lt;br /&gt;
| 102&lt;br /&gt;
| Fr: [[Rocket Launcher|RL]] &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198270 Info]&lt;br /&gt;
|Rocket Launchers are never good, but constant hits can keep this guy off-target. &lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Stroke]] &lt;br /&gt;
|[[Fire Engine]] &lt;br /&gt;
| 9.4L&lt;br /&gt;
| 447&lt;br /&gt;
| Fr: [[TG]], [[HMG]], Le: [[HF]], Ri: [[HF]], Re: [[RL]]x2&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8240 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hellfire]]  &lt;br /&gt;
|[[Hearse]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 234 &lt;br /&gt;
| Fr: [[CR]], [[ATG]], Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5043 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hornet]] &lt;br /&gt;
|[[Offroad Buggy]]&lt;br /&gt;
| 1.0L&lt;br /&gt;
| 44&lt;br /&gt;
| Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=747 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[RL]], Le: [[FT]], Ri: [[FT]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=81 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot II]]&lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 122&lt;br /&gt;
| Fr: [[Rocket Launcher|RL]], Le: [[Flamethrower|FT]], Ri: [[Flamethrower|FT]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198250 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Kern]]&lt;br /&gt;
|[[Windsor II]] &lt;br /&gt;
| 3.2L&lt;br /&gt;
| 149&lt;br /&gt;
| Fr: [[Heavy Machine Gun|HMG]], [[Machine Gun|MG]], Le: [[Medium Rocket|MR]], Ri: [[Medium Rocket|MR]] &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=126285 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Killer Wasp]] &lt;br /&gt;
|[[Flash]] &lt;br /&gt;
| 2.0L&lt;br /&gt;
| 64&lt;br /&gt;
| Fr: [[Micromissile Launcher|MML]]x2&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139294 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[King Silage]] &lt;br /&gt;
|[[Wurzel]] &lt;br /&gt;
| 4.0L&lt;br /&gt;
| 155&lt;br /&gt;
| Fr: [[CGL]], [[PG]], Le: [[HR]], Ri: [[HR]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Slow, but super strong armor and climbs hills/dunes easily.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lancer]]  &lt;br /&gt;
|[[Chevalier]] &lt;br /&gt;
| 2.0L &lt;br /&gt;
| 137  &lt;br /&gt;
| Fr: [[Car Rifle|CR]], [[Rocket Launcher|RL]], Le: [[Medium Rocket|MR]], Ri: [[Medium Rocket|MR]], Re: [[Light Rocket|LR]] &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130463 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Longshot]]  &lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 3.2L &lt;br /&gt;
| 118  &lt;br /&gt;
| Fr: [[Medium Machine Gun|MMG]]x2 &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=27017 Info]&lt;br /&gt;
| One of the more dangerous Phoenix builds.  Try not to hit it head on.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mantis]]&lt;br /&gt;
|[[Sunrise]] &lt;br /&gt;
| 4L &lt;br /&gt;
| 124&lt;br /&gt;
|Fr: [[MML]]x2, Le:[[LR]], Ri:[[LR]]&lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2281 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[McFlyer]] &lt;br /&gt;
|[[McFly]]&lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 137&lt;br /&gt;
|Fr: [[HGG]], [[GG]], Le: [[LR]], Ri: [[MR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=116425 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mongoose]] &lt;br /&gt;
|[[Voyager]]&lt;br /&gt;
| 3.2L &lt;br /&gt;
| 116&lt;br /&gt;
|Fr: [[RL]], [[GG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130459 Info]  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Bomber]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 142&lt;br /&gt;
| Fr: [[CGL]], [[PG]], Le: [[GG]], Ri: [[GG]]&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Maelstrom]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 136 &lt;br /&gt;
| Fr: [[CGL]]x2, Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139301 Info] &lt;br /&gt;
| AI can be very accurate with CGLs.  Try not to sit still in range for too long. &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Marauder]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 160&lt;br /&gt;
|Fr: [[RL]]x2, Le: [[MG]], Ri: [[MG]]  &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2280 Info] &lt;br /&gt;
| The most threatening pickup. Becomes more dangerous when demoed. Kill it! Also a Rental Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Masher]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 136&lt;br /&gt;
|Fr: [[MML]]x2, Le: [[MG]], Ri: [[MG]]  &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2280 Info] &lt;br /&gt;
| A less lethal version of the Mutant Marauder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Mauler]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 148&lt;br /&gt;
| Fr: [[CGL]], [[RL]], Le: [[MG]], Ri: [[MG]] &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139300 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Merc]] &lt;br /&gt;
|[[Mercenary]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 165&lt;br /&gt;
| Fr: [[ATG]], [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8233 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Mulcher]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 3.2L &lt;br /&gt;
| 148&lt;br /&gt;
| Fr: [[ReRam]], [[PS]], Le: [[GG]], Ri: [[GG]] &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58913 Info] &lt;br /&gt;
| Not much threat if you can avoid the initial ram.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Rancher]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 143&lt;br /&gt;
| Fr: [[VSG]], [[Car Rifle|CR]], Le: [[MML]], Ri: [[MML]] &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58920 Info]&lt;br /&gt;
| The least threatening of the Mutant pickups. &lt;br /&gt;
|-&lt;br /&gt;
|[[Nailgun]] &lt;br /&gt;
|[[Cadrona]]&lt;br /&gt;
| 1.0L&lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[CR]] &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=91205 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Overture]]&lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 132&lt;br /&gt;
| Fr: [[HR]], [[RL]], Le: [[HR]], Ri: [[HR]], Re: [[HR]]x2&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id= Info] &lt;br /&gt;
| HRs are inaccurate at range but deadly close up.  Keep away!&lt;br /&gt;
|-&lt;br /&gt;
|[[Pegasus]]&lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 3.2L V8  &lt;br /&gt;
| 131&lt;br /&gt;
| Fr: [[Car Rifle|CR]], [[RL]] &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139292 Info]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Poltergeist]] &lt;br /&gt;
|[[Spirit]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 153&lt;br /&gt;
| Fr: [[HMG]], [[RL]], Re: [[MG]]x2   &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8236 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Pulveriser]] &lt;br /&gt;
|[[Apache]]&lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 208&lt;br /&gt;
| Fr: [[ReRam]], [[HF]], Le: [[HR]], Ri: [[HR]] &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58119 Info] &lt;br /&gt;
| Keep this dangerous vehicle at a distance. &lt;br /&gt;
|-&lt;br /&gt;
|[[Punisher]] &lt;br /&gt;
|[[Apache]]&lt;br /&gt;
| 4L &lt;br /&gt;
| 228&lt;br /&gt;
| Fr: [[Car Rifle|CR]]x2, Re: RL&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5045 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Purple Haze]]  &lt;br /&gt;
|[[Motorhome]]&lt;br /&gt;
| 5L  &lt;br /&gt;
|   &lt;br /&gt;
|Fr: [[ATG]],[[Ram]], Le: [[Medium Rocket|MR]], [[Flamethrower|FT]], Ri: [[Medium Rocket|MR]], [[Flamethrower|FT]], Re: [[HMG]]&lt;br /&gt;
|   &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Quick Draw]]  &lt;br /&gt;
|[[Big Pickup]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
|   &lt;br /&gt;
| Fr: [[Car Cannon|CC]], [[Paint Gun|PG]], Le: [[Heavy Rocket|HR]], Ri: [[Heavy Rocket|HR]]&lt;br /&gt;
|   &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Radon Rancher]] &lt;br /&gt;
|[[Bullet]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| 205&lt;br /&gt;
| Fr: [[Heavy Laser]], [[Spikes]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5041 Info] &lt;br /&gt;
| Paydirt.  May no longer exist in the wild.&lt;br /&gt;
|-&lt;br /&gt;
|[[Razorback]]&lt;br /&gt;
|[[Spirit]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 141 &lt;br /&gt;
| Fr: [[HGG]], [[MG]], Le: [[HR]], Ri: [[HR]], Re: [[Medium Rocket|MR]]x2&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=24353 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Rocky]]&lt;br /&gt;
|[[Raccoon]]&lt;br /&gt;
| 1.0L &lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[MMG]], Le: [[MR]], Ri: [[MR]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=91212 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Scorpion]] &lt;br /&gt;
|[[Sunrise]] &lt;br /&gt;
| 2.0L&lt;br /&gt;
| 124&lt;br /&gt;
| Fr: [[RL]]x2, Le: [[LR]], Ri: [[LR]] &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2281 Info] &lt;br /&gt;
| Dangerous but underpowered and underarmored. &lt;br /&gt;
|-&lt;br /&gt;
|[[Sir Rocket]] &lt;br /&gt;
|[[Chevalier]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 120&lt;br /&gt;
| Fr: [[RL]]x2, Re: [[LR]], Le: [[LR]] &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58903 Info]&lt;br /&gt;
| Dangerous but easy to kill. &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[Squire]]  &lt;br /&gt;
|[[Chevalier]]  &lt;br /&gt;
| 2.0L &lt;br /&gt;
| 126  &lt;br /&gt;
| Fr: [[MML]]x2, Le: [[MG]], Ri: [[MG]] &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198271 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Stingray]] &lt;br /&gt;
|[[Moray]]&lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 115&lt;br /&gt;
| Fr: [[RL]], [[MML]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=70752 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Texan Rattler]] &lt;br /&gt;
|[[Vampire]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 100&lt;br /&gt;
| Fr: [[MML]]x2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Texan Strongarm]] &lt;br /&gt;
|[[Carrier Van]]  &lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 178 &lt;br /&gt;
| Fr: [[CC]], [[HMG]], Re: [[HMG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5042 Info]&lt;br /&gt;
| Easy to kill, and good loot - just keep away from the front.&lt;br /&gt;
|-&lt;br /&gt;
|[[Thresher]] &lt;br /&gt;
|[[Flail]]  &lt;br /&gt;
| ??? &lt;br /&gt;
| ??? &lt;br /&gt;
| Fr: [[Laser]]x2, Le: [[MR]], Ri: [[MR]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Trebuchet]]&lt;br /&gt;
|[[Apache]]  &lt;br /&gt;
| 4L  &lt;br /&gt;
| 224&lt;br /&gt;
| Fr: [[HMG]], [[CGL]], Le: [[Light Rocket|LR]], Ri: [[Medium Rocket|MR]], Re: [[RL]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139299 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Wardance]] &lt;br /&gt;
|[[Buccaneer]] &lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 115&lt;br /&gt;
| Fr: [[RL]], [[MML]]&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139297 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Wild Hunter]] &lt;br /&gt;
|[[Pike]] &lt;br /&gt;
| 4L&lt;br /&gt;
| 132&lt;br /&gt;
| Fr: [[HCR]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=70761 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wilderness Trader Vehicles==&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Vehicle !! [[Chassis]] !! [[Engine]] !! [[CR|Combat Rating]] !! class=&amp;quot;unsortable&amp;quot; | [[Weapons]] !! class=&amp;quot;unsortable&amp;quot; | Occupants !! class=&amp;quot;unsortable&amp;quot; | Info !! class=&amp;quot;unsortable&amp;quot; | Comments &lt;br /&gt;
|-&lt;br /&gt;
|[[Arbalest]]&lt;br /&gt;
|[[Box Van]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| 182&lt;br /&gt;
|Fr: [[Ram]], Ri: [[PS]], Le: [[PS]], Re: [[Mounted Mortar|MM]], [[HGG]]&lt;br /&gt;
| ?&lt;br /&gt;
| [http://www.dark-wind.com/vehicle.php?id=198256 Info]&lt;br /&gt;
| Relatively weak armor. Some dangerous rear weapons that make for good loot. Trader Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cacophony]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 112  &lt;br /&gt;
|Re: [[FOJ]], [[Car Rifle|CR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=? Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Estate Trader]]      &lt;br /&gt;
|[[Estate]]     &lt;br /&gt;
| 1.8L       &lt;br /&gt;
| 116    &lt;br /&gt;
| Fr: [[MMG]], Re: [[RL]]x2   &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=181406 Info] &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Runner]]&lt;br /&gt;
|[[Mercenary]]&lt;br /&gt;
| 1.6L&lt;br /&gt;
| &lt;br /&gt;
| Re: [[CGL]], [[HMG]] Ri: [[MG]], ?: [[MG]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Southern Trader]] &lt;br /&gt;
|[[Two-Axle Lorry]] &lt;br /&gt;
| 8L &lt;br /&gt;
| 276&lt;br /&gt;
| Fr: [[HMG]], [[MR]], Ri: [[HMG]], Le: [[HMG]], Re: [[CR]], [[ATG]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| It's not much different from the Trader lorry, but with more armor and heavier guns&lt;br /&gt;
|-&lt;br /&gt;
|[[Trader Lorry]]&lt;br /&gt;
|[[Two-Axle Lorry]]  &lt;br /&gt;
| 8L&lt;br /&gt;
| 117&lt;br /&gt;
| Fr: [[MG]], Le: [[MG]], Ri: [[MG]], Re: [[HMG]], [[CGL]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Trader Pickup]]&lt;br /&gt;
|[[Pickup]]  &lt;br /&gt;
| 2.0L&lt;br /&gt;
| 100&lt;br /&gt;
| Fr: [[RL]], Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Trade Runner]]&lt;br /&gt;
|[[Phoenix]]  &lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 131&lt;br /&gt;
| Re: [[HMG]]x2&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=32208 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Trader Van]]&lt;br /&gt;
|[[Carrier Van]]  &lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 70&lt;br /&gt;
| Fr: [[MG]], Re: [[MG]], [[MD]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=884 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== In-Town Event Vehicles ==&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Vehicle !! [[Chassis]] !! [[Engine]] !! [[CR|Combat Rating]] !! class=&amp;quot;unsortable&amp;quot; | [[Weapons]] !! class=&amp;quot;unsortable&amp;quot; | Occupants !! class=&amp;quot;unsortable&amp;quot; | Info !! class=&amp;quot;unsortable&amp;quot; | Comments &lt;br /&gt;
|-&lt;br /&gt;
|[[Asp]] &lt;br /&gt;
|[[Vampire]]&lt;br /&gt;
| 5L V8  &lt;br /&gt;
| 50  &lt;br /&gt;
|Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=82 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Asp II]] &lt;br /&gt;
|[[Vampire]]&lt;br /&gt;
| 4L&lt;br /&gt;
| 43  &lt;br /&gt;
|Fr: [[MG]], Re: [[OJ]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=83 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]  &lt;br /&gt;
|[[Symphony]] &lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 53   &lt;br /&gt;
|Fr: [[MG]], Re: [[MG]]  &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=739 Info] &lt;br /&gt;
| Very lightly armored  &lt;br /&gt;
|-&lt;br /&gt;
|[[Boxer]]&lt;br /&gt;
|[[Box Van]]&lt;br /&gt;
| 4L  &lt;br /&gt;
| 146  &lt;br /&gt;
|Fr: [[MG]]x2, Re: [[CC]], [[FOJ]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8238 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Constrictor]] &lt;br /&gt;
|[[Vampire]] &lt;br /&gt;
| 4L  &lt;br /&gt;
| 85  &lt;br /&gt;
|Fr: [[Car Rifle|CR]], [[Spikes]], Le: [[Light Rocket|LR]], Re: [[Light Rocket|LR]]&lt;br /&gt;
|1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=738 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Cruncher]] &lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 52   &lt;br /&gt;
|Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=746 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Da Vinci]]       &lt;br /&gt;
|[[Mercenary]] &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 119   &lt;br /&gt;
|Fr: [[PG]], [[MG]], Le: [[PS]], Ri: [[PS]]  &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58122 Info]   &lt;br /&gt;
| Paint-based attack vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Da Vinci II]]    &lt;br /&gt;
|[[Mercenary]] &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 93    &lt;br /&gt;
|Fr: [[PG]], [[MG]], Le: [[PS]], Re: [[PS]]  &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58123 Info]   &lt;br /&gt;
| Paint-based attack vehicle.&lt;br /&gt;
|- &lt;br /&gt;
|[[Death Cadrona]]  &lt;br /&gt;
|[[Cadrona]]   &lt;br /&gt;
| 1.6L     &lt;br /&gt;
| 63    &lt;br /&gt;
|Fr: [[MMG]]                   &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=10252 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Death Symphony]] &lt;br /&gt;
|[[Symphony]]  &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 103   &lt;br /&gt;
|Fr: [[Car Rifle|CR]], Le: [[MG]], Re: [[HMG]]    &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=734 Info]  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathflash]]     &lt;br /&gt;
|[[Flash]]     &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 60    &lt;br /&gt;
|Fr: [[MG]], Re: [[MD]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8237 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathmarley]]    &lt;br /&gt;
|[[Marley]]    &lt;br /&gt;
| 1.6L     &lt;br /&gt;
| 42    &lt;br /&gt;
|Fr: [[MG]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=745  Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathmarley II]] &lt;br /&gt;
|[[Marley]]    &lt;br /&gt;
| 1.6L     &lt;br /&gt;
| 50    &lt;br /&gt;
|Fr: [[MG]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=1163 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathmarley III]]&lt;br /&gt;
|[[Marley]]    &lt;br /&gt;
| 1.0L       &lt;br /&gt;
| 57    &lt;br /&gt;
|Fr: [[MG]], Re: [[MG]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=1164 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Stalker]] &lt;br /&gt;
|[[Chomper]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 118   &lt;br /&gt;
|Fr: [[HMG]], Re: [[MG]]&lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=48  Info]  &lt;br /&gt;
| Exposed engine and thin armor - easy kill.&lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Tank]]    &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 183   &lt;br /&gt;
|Fr: [[ATG]], Le: [[MG]], Re: [[HMG]] &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=733 Info]   &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Flame Runner]]   &lt;br /&gt;
|[[Roadrunner]]&lt;br /&gt;
| 3.2L V8  &lt;br /&gt;
| 68    &lt;br /&gt;
|Le: [[FT]], Re: [[FT]]  &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=12755 Info]   &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[RL]], Le: [[FT]], Ri: [[FT]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=81 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot II]]&lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 122&lt;br /&gt;
| Fr: [[Rocket Launcher|RL]], Le: [[Flamethrower|FT]], Ri: [[Flamethrower|FT]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198250 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Killer Bee]]  &lt;br /&gt;
|[[Offroad Buggy]] &lt;br /&gt;
| 0.6L &lt;br /&gt;
| 64 &lt;br /&gt;
| Fr:[[Gatling Gun|GG]], [[Heavy Rocket|HR]] &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58912 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Macho Van]] &lt;br /&gt;
|[[Carrier Van]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 107&lt;br /&gt;
|Fr: [[HMG]] / [[Spikes]], Le: [[FT]], Ri: [[FT]], Re: [[HMG]] / [[MD]]&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| Death Race Vehicle. A real death-trap. This thing explodes when scratched.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mini Stomper]] &lt;br /&gt;
|[[Dustup]]&lt;br /&gt;
| 1.6L&lt;br /&gt;
| 58&lt;br /&gt;
|Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8232 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Pitbull]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 79&lt;br /&gt;
| Fr: [[HMG]], [[Spikes]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=80 Info] &lt;br /&gt;
| Lightly armored Race vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Porcupine]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 67&lt;br /&gt;
| Fr: [[MG]], Re: [[SD]], [[MD]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=37 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Racing Alpha]]  &lt;br /&gt;
|[[Alpha]]  &lt;br /&gt;
| 1.2L &lt;br /&gt;
| 32  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=79 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Racing Chevalier]]  &lt;br /&gt;
|[[Chevalier]]  &lt;br /&gt;
| 3.2L &lt;br /&gt;
| 32  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=7421 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Racing Moose]]  &lt;br /&gt;
|[[Moose]]  &lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 32  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=7420 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Rising Sun]]&lt;br /&gt;
|[[Sunrise]]&lt;br /&gt;
| 4L&lt;br /&gt;
| 124&lt;br /&gt;
| Fr: [[Laser]], Re: [[Smokescreen|SS]], Le: [[MiniR]], Ri: [[MiniR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=86 Info] &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Rocketsonic]]&lt;br /&gt;
|[[Sonic]]&lt;br /&gt;
| 1L&lt;br /&gt;
| 73&lt;br /&gt;
| Fr: [[LR]], [[MiniR]], Re: [[RB]]&lt;br /&gt;
| 1&lt;br /&gt;
|  &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Solar Flare]]  &lt;br /&gt;
|[[Sunrise]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 74  &lt;br /&gt;
| Front: [[RL]], [[MML]]  &lt;br /&gt;
| 1  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=91211 Info] &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Sporty Van]]  &lt;br /&gt;
|[[Carrier Van]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 42  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=30 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Stinger]] &lt;br /&gt;
|[[Offroad Buggy]]&lt;br /&gt;
| 0.6L&lt;br /&gt;
| 46&lt;br /&gt;
| Fr: [[MG]], Re: [[LR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=735 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Sunbeam]]  &lt;br /&gt;
|[[Sunrise]]  &lt;br /&gt;
| 3.2L &lt;br /&gt;
| 32  &lt;br /&gt;
| &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=740 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Sunburn]]&lt;br /&gt;
|[[Sunrise]]&lt;br /&gt;
| 5L V8&lt;br /&gt;
| 93&lt;br /&gt;
| Fr: [[HR]], [[Spikes]], Re: [[RB]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=10251 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Terrier]]&lt;br /&gt;
|[[Alpha]]&lt;br /&gt;
| 1.2L&lt;br /&gt;
| 78&lt;br /&gt;
| Fr: [[HMG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=54 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[TurboLandrunner]]  &lt;br /&gt;
|[[Landrunner]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 99  &lt;br /&gt;
|&lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=12 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Voyager1]]  &lt;br /&gt;
|[[Voyager]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 30  &lt;br /&gt;
| &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=7422 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Vulcan]] &lt;br /&gt;
|[[Windsor]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| 123&lt;br /&gt;
| Fr: [[HCR]], Re: [[GG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=10254 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Yorkie]] &lt;br /&gt;
|[[Alpha]]&lt;br /&gt;
| 1.0L&lt;br /&gt;
| 55&lt;br /&gt;
| Fr: [[MML]], Re: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=88 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category: NPC Vehicles]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=NPC_Vehicles&amp;diff=2468</id>
		<title>NPC Vehicles</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=NPC_Vehicles&amp;diff=2468"/>
		<updated>2011-02-26T17:19:49Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Wilderness Combat Vehicles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TO-DO:&lt;br /&gt;
* Add tyre type under the description for each NPC vehicle as we acquire them ourselves in-game.&lt;br /&gt;
* Find vehicle ID's.&lt;br /&gt;
&lt;br /&gt;
==Wilderness Combat Vehicles==&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Vehicle !! [[Chassis]] !! [[Engine]] !! [[CR|Combat Rating]] !! class=&amp;quot;unsortable&amp;quot; | [[Weapons]] !! class=&amp;quot;unsortable&amp;quot; | Occupants !! class=&amp;quot;unsortable&amp;quot; | Info !! class=&amp;quot;unsortable&amp;quot; | Comments &lt;br /&gt;
{{NPCVehicleRow|name=[[57 Gunner]]|chassis=[[Fiftyseven]]|engine=3.2L V8|cr=110|weapons=Fr: [[HGG]], Le: [[Light Rocket|LR]], Ri: [[Medium Rocket|MR]]}}  &lt;br /&gt;
|- &lt;br /&gt;
|[[Antagonist]]  &lt;br /&gt;
|[[Moose]]  &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| 134  &lt;br /&gt;
|Fr: [[HMG]], [[Car Rifle|CR]]  &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=9897 Info] &lt;br /&gt;
| Available as a Rental vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Badlander]] &lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 4L  &lt;br /&gt;
| 119  &lt;br /&gt;
|Fr: [[HMG]], Re: [[MML]]  &lt;br /&gt;
|1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2278 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Bandit]] &lt;br /&gt;
|[[Raccoon]]&lt;br /&gt;
| 1.0L  &lt;br /&gt;
| 74  &lt;br /&gt;
|Fr: [[CGL]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Not very dangerous, but the [[CGL]] is good loot.  Tends to charge into close range. &lt;br /&gt;
|-&lt;br /&gt;
|[[Bantam]] &lt;br /&gt;
|[[Marley]]&lt;br /&gt;
| 1.6L  &lt;br /&gt;
| 81  &lt;br /&gt;
|Fr: [[MMG]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|[[Chomper]] &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| &lt;br /&gt;
| Fr: [[RL]], [[MMG]], Ri: [[Light Rocket|LR]], Le: [[MML]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Beaster]] &lt;br /&gt;
|[[Box Van]]&lt;br /&gt;
| 4L  &lt;br /&gt;
| 174  &lt;br /&gt;
|Fr: [[Ram]],[[HMG]], Ri: [[GG]], Le: [[GG]], Re: [[GG]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Relatively weak armor. &lt;br /&gt;
|-&lt;br /&gt;
|[[Big Meanie]] &lt;br /&gt;
|[[Big Pickup]]&lt;br /&gt;
| 4L &lt;br /&gt;
| 214  &lt;br /&gt;
|Fr: [[HGG]], [[RL]], Le: [[GG]], Ri: [[GG]]    &lt;br /&gt;
|2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=56386 Info] &lt;br /&gt;
|Heavily armed big pickup with a 4L engine. &lt;br /&gt;
|-&lt;br /&gt;
|[[Biter]]  &lt;br /&gt;
|[[Phoenix]]  &lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 114  &lt;br /&gt;
|Fr: [[MMG]], [[MG]]  &lt;br /&gt;
| 1  &lt;br /&gt;
| &lt;br /&gt;
| Machine gun packed Phoenix.&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Gold]]&lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| ?&lt;br /&gt;
|Fr: [[RL]],[[RL]], Ri: [[MMG]], Le: [[MMG]]&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Rock]] &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 255  &lt;br /&gt;
|Fr: [[RL]], [[HMG]], Le: [[MG]], Ri: [[MG]], Re: [[MG]]   &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=56387 Info] &lt;br /&gt;
|Heavily armored machine, deadly at medium ranges. &lt;br /&gt;
|-&lt;br /&gt;
|[[Black Stone]] &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L V8  &lt;br /&gt;
| 275  &lt;br /&gt;
|Fr: [[RL]], [[HGG]], Le: [[GG]], Ri: [[GG]], Re: [[GG]]   &lt;br /&gt;
|2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=56388 Info] &lt;br /&gt;
|Hits harder than Black Rock, but poorer range.&lt;br /&gt;
|-&lt;br /&gt;
|[[Blitzer]] &lt;br /&gt;
|[[Chomper]] &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| 170  &lt;br /&gt;
|Fr: [[HMG]], [[RL]], Re: [[MG]]  &lt;br /&gt;
|2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2277 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Bullseye]]&lt;br /&gt;
|[[Bullet]] &lt;br /&gt;
| 4L &lt;br /&gt;
| 112  &lt;br /&gt;
|Fr: [[Car Rifle|CR]], Le: [[Medium Rocket|MR]], Ri: [[Medium Rocket|MR]], Re: [[HR]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Butterfly II]]&lt;br /&gt;
|[[Windsor II]] &lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 142  &lt;br /&gt;
|Fr: [[GG]]x2 &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| Good loot, easy kill when flanked. &lt;br /&gt;
|-&lt;br /&gt;
|[[Buzzcut]]&lt;br /&gt;
|[[Buzzer]]&lt;br /&gt;
| 4L&lt;br /&gt;
| N/A&lt;br /&gt;
| Fr: [[HGG]]x2, Le: [[GG]], Ri: [[GG]], Re: [[MG]]x2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Buzz This!]] &lt;br /&gt;
|[[Buzzer]] &lt;br /&gt;
| 3.2L   &lt;br /&gt;
| 354  &lt;br /&gt;
|Fr: [[ATG]], [[HMG]], Re: [[HMG]]x2&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8234 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Chaser]] &lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 4L  &lt;br /&gt;
| 104  &lt;br /&gt;
|Fr: [[MMG]]&lt;br /&gt;
| 3  &lt;br /&gt;
| &lt;br /&gt;
| Available as a Rental Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Chulainn]] &lt;br /&gt;
|[[Apache]]&lt;br /&gt;
| 4L &lt;br /&gt;
| ???&lt;br /&gt;
| Fr: [[HGG]], [[HGG]], Le: [[Something]], Ri: [[Another something]] &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58119 Info] &lt;br /&gt;
| Valuable loot if you can take the HGG's intact. &lt;br /&gt;
|-&lt;br /&gt;
|[[Crescendo]]  &lt;br /&gt;
|[[Symphony]] &lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 125  &lt;br /&gt;
|Fr: [[Flamethrower|FT]], [[RL]], Re: [[MML]]  &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58117 Info] &lt;br /&gt;
| An offroad-capable symph that can fire rockets ahead and behind, and closes in for the kill with a flamethrower. &lt;br /&gt;
|-&lt;br /&gt;
|[[Cutlass]] &lt;br /&gt;
|[[Buccaneer]]&lt;br /&gt;
| 4L  &lt;br /&gt;
| 169  &lt;br /&gt;
|Fr: [[Laser]], Re: [[MG]]  &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2282 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Da Vinci]]       &lt;br /&gt;
|[[Mercenary]] &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 119   &lt;br /&gt;
|Fr: [[PG]], [[MG]], Le: [[PS]], Ri: [[PS]]  &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58122 Info]   &lt;br /&gt;
| Paint-based attack vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Damocles]]       &lt;br /&gt;
|[[Apache]] &lt;br /&gt;
| ???     &lt;br /&gt;
| 274   &lt;br /&gt;
|Fr: 2x[[ATG]]  &lt;br /&gt;
| ?&lt;br /&gt;
|    &lt;br /&gt;
| New build?&lt;br /&gt;
|-&lt;br /&gt;
|[[Dervish]]        &lt;br /&gt;
|[[Voyager]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 122   &lt;br /&gt;
|Fr: [[HMG]], Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130460 Info] &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Flame]]   &lt;br /&gt;
|[[Phoenix]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 125   &lt;br /&gt;
|Fr: [[CR]], [[MG]], Re: [[MG]]&lt;br /&gt;
|  1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=4975 Info]  &lt;br /&gt;
| Single occupant.&lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Siren]]   &lt;br /&gt;
|[[Sonic]]     &lt;br /&gt;
| 1.2L     &lt;br /&gt;
| 108   &lt;br /&gt;
|Fr: [[HMG]]    &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=9895 Info]  &lt;br /&gt;
| Surprisingly heavy armor, prone to tumble &lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Striker]] &lt;br /&gt;
|[[Vampire]]   &lt;br /&gt;
| 4L       &lt;br /&gt;
| 93    &lt;br /&gt;
|Fr: [[HMG]]&lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2279 Info]   &lt;br /&gt;
| Available as a Rental Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Devastator]]     &lt;br /&gt;
|[[Apache]]    &lt;br /&gt;
| 4L       &lt;br /&gt;
| 283   &lt;br /&gt;
|Fr: [[CC]], [[HGG]], Le: [[MG]], Ri: [[MG]] &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58888 Info]  &lt;br /&gt;
|   &lt;br /&gt;
|-&lt;br /&gt;
|[[Discord]]        &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 266   &lt;br /&gt;
|Fr: [[ATG]], [[RL]], Le: [[MR]], Ri: [[MR]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130464 Info]  &lt;br /&gt;
|   &lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon`s Breath]]&lt;br /&gt;
|[[Buzzer]]&lt;br /&gt;
| 4L&lt;br /&gt;
| &lt;br /&gt;
| Fr: [[CC]]x2, Le: [[HR]], Ri: [[HR]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Duellist]]       &lt;br /&gt;
|[[Moose]]     &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 132   &lt;br /&gt;
|Fr: [[MMG]]x2, Le: [[MR]], Ri: [[MR]], Re: [[MR]]x2&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130457 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
{{NPCVehicleRow|name=[[Duet]]|chassis=[[Symphony]]|engine=2L|cr=?|weapons=Fr: 2x[[MG]]|occupants=1}}  &lt;br /&gt;
|- &lt;br /&gt;
|[[Eliminator]]     &lt;br /&gt;
|[[Voyager]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 111   &lt;br /&gt;
|Fr: [[MG]]x2, Re: [[MG]]&lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=9899 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Emergency Room]] &lt;br /&gt;
|[[Ambulance]] &lt;br /&gt;
| 5L       &lt;br /&gt;
| 368   &lt;br /&gt;
|Fr: [[ATG]], [[CR]], Le: [[CR]], Ri: [[CR]], Re: [[CR]]x2 &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8239 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Evan Bandit]]    &lt;br /&gt;
|[[Symphony]]  &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 147   &lt;br /&gt;
|Fr: [[HMG]], [[MML]], Le: [[GG]], Ri: [[GG]]&lt;br /&gt;
| 2&lt;br /&gt;
|[http://dark-wind.com/vehicle.php?id=58900 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Evan Enforcer]]  &lt;br /&gt;
|[[Symphony]]  &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 128   &lt;br /&gt;
|Fr: [[CR]]x2, Re: [[MG]]&lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2276 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Ferret]]         &lt;br /&gt;
|[[Voyager]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 114   &lt;br /&gt;
|Fr: [[CR]], [[MMG]]    &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130458 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang]]      &lt;br /&gt;
|[[Flash]]     &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 74    &lt;br /&gt;
| Fr: [[CR]], Re: [[MR]], [[HR]]   &lt;br /&gt;
| 1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=70753 Info] &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Freelance]]      &lt;br /&gt;
|[[Mercenary]]    &lt;br /&gt;
| 2.0L      &lt;br /&gt;
| 92    &lt;br /&gt;
| Fr: [[HMG]]x2&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Gallowglass]]&lt;br /&gt;
|[[Apache]]  &lt;br /&gt;
| 4L  &lt;br /&gt;
| 221  &lt;br /&gt;
| Fr: [[Heavy Machine Gun|HMG]]x2, Le: [[Heavy Rocket|HR]], Ri: [[Heavy Rocket|HR]], Re: [[Heavy Rocket|HR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=126286 Info] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Garbageman]]&lt;br /&gt;
|[[Trash Truck]]  &lt;br /&gt;
| 8L  &lt;br /&gt;
| 375  &lt;br /&gt;
| Fr: [[Rocket Launcher|RL]]&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Gladiator]]  &lt;br /&gt;
|[[Chomper]]  &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| 190  &lt;br /&gt;
| Fr: [[Heavy Machine Gun|HMG]], [[ReRam]], Re: [[MG]], Le: [[MR]], Ri: [[MR]]&lt;br /&gt;
|  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58905 Info] &lt;br /&gt;
| A power chomper with ram and big guns.  Use caution. &lt;br /&gt;
|-&lt;br /&gt;
|[[Gunboat]]  &lt;br /&gt;
|[[Two-Axle Lorry]]  &lt;br /&gt;
| 8L  &lt;br /&gt;
| 496  &lt;br /&gt;
| Fr: [[RL]]x2, Le: [[CC]]x2, Ri: [[CC]]x2, Re: [[HMG]]x2  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58906 Info] &lt;br /&gt;
| Twin Car Cannons on each side are extremely dangerous. &lt;br /&gt;
|-&lt;br /&gt;
|[[Harpy]]  &lt;br /&gt;
|[[Sonic]]  &lt;br /&gt;
| 1.0L&lt;br /&gt;
| 102&lt;br /&gt;
| Fr: [[Rocket Launcher|RL]] &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198270 Info]&lt;br /&gt;
|Rocket Launchers are never good, but constant hits can keep this guy off-target. &lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Stroke]] &lt;br /&gt;
|[[Fire Engine]] &lt;br /&gt;
| 9.4L&lt;br /&gt;
| 447&lt;br /&gt;
| Fr: [[TG]], [[HMG]], Le: [[HF]], Ri: [[HF]], Re: [[RL]]x2&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8240 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hellfire]]  &lt;br /&gt;
|[[Hearse]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 234 &lt;br /&gt;
| Fr: [[CR]], [[ATG]], Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5043 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hornet]] &lt;br /&gt;
|[[Offroad Buggy]]&lt;br /&gt;
| 1.0L&lt;br /&gt;
| 44&lt;br /&gt;
| Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=747 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[RL]], Le: [[FT]], Ri: [[FT]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=81 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot II]]&lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 122&lt;br /&gt;
| Fr: [[Rocket Launcher|RL]], Le: [[Flamethrower|FT]], Ri: [[Flamethrower|FT]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198250 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Kern]]&lt;br /&gt;
|[[Windsor II]] &lt;br /&gt;
| 3.2L&lt;br /&gt;
| 149&lt;br /&gt;
| Fr: [[Heavy Machine Gun|HMG]], [[Machine Gun|MG]], Le: [[Medium Rocket|MR]], Ri: [[Medium Rocket|MR]] &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=126285 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Killer Wasp]] &lt;br /&gt;
|[[Flash]] &lt;br /&gt;
| 2.0L&lt;br /&gt;
| 64&lt;br /&gt;
| Fr: [[Micromissile Launcher|MML]]x2&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139294 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[King Silage]] &lt;br /&gt;
|[[Wurzel]] &lt;br /&gt;
| 4.0L&lt;br /&gt;
| 155&lt;br /&gt;
| Fr: [[CGL]], [[PG]], Le: [[HR]], Ri: [[HR]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Slow, but super strong armor and climbs hills/dunes easily.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lancer]]  &lt;br /&gt;
|[[Chevalier]] &lt;br /&gt;
| 2.0L &lt;br /&gt;
| 137  &lt;br /&gt;
| Fr: [[Car Rifle|CR]], [[Rocket Launcher|RL]], Le: [[Medium Rocket|MR]], Ri: [[Medium Rocket|MR]], Re: [[Light Rocket|LR]] &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130463 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Longshot]]  &lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 3.2L &lt;br /&gt;
| 118  &lt;br /&gt;
| Fr: [[Medium Machine Gun|MMG]]x2 &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=27017 Info]&lt;br /&gt;
| One of the more dangerous Phoenix builds.  Try not to hit it head on.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mantis]]&lt;br /&gt;
|[[Sunrise]] &lt;br /&gt;
| 4L &lt;br /&gt;
| 124&lt;br /&gt;
|Fr: [[MML]]x2, Le:[[LR]], Ri:[[LR]]&lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2281 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[McFlyer]] &lt;br /&gt;
|[[McFly]]&lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 137&lt;br /&gt;
|Fr: [[HGG]], [[GG]], Le: [[LR]], Ri: [[MR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=116425 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mongoose]] &lt;br /&gt;
|[[Voyager]]&lt;br /&gt;
| 3.2L &lt;br /&gt;
| 116&lt;br /&gt;
|Fr: [[RL]], [[GG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130459 Info]  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Bomber]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 142&lt;br /&gt;
| Fr: [[CGL]], [[PG]], Le: [[GG]], Ri: [[GG]]&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Maelstrom]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 136 &lt;br /&gt;
| Fr: [[CGL]]x2, Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139301 Info] &lt;br /&gt;
| AI can be very accurate with CGLs.  Try not to sit still in range for too long. &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Marauder]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 160&lt;br /&gt;
|Fr: [[RL]]x2, Le: [[MG]], Ri: [[MG]]  &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2280 Info] &lt;br /&gt;
| The most threatening pickup. Becomes more dangerous when demoed. Kill it! Also a Rental Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Masher]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 136&lt;br /&gt;
|Fr: [[MML]]x2, Le: [[MG]], Ri: [[MG]]  &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2280 Info] &lt;br /&gt;
| A less lethal version of the Mutant Marauder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Mauler]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 148&lt;br /&gt;
| Fr: [[CGL]], [[RL]], Le: [[MG]], Ri: [[MG]] &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139300 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Merc]] &lt;br /&gt;
|[[Mercenary]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 165&lt;br /&gt;
| Fr: [[ATG]], [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8233 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Mulcher]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 3.2L &lt;br /&gt;
| 148&lt;br /&gt;
| Fr: [[ReRam]], [[PS]], Le: [[GG]], Ri: [[GG]] &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58913 Info] &lt;br /&gt;
| Not much threat if you can avoid the initial ram.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Rancher]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 143&lt;br /&gt;
| Fr: [[VSG]], [[Car Rifle|CR]], Le: [[MML]], Ri: [[MML]] &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58920 Info]&lt;br /&gt;
| The least threatening of the Mutant pickups. &lt;br /&gt;
|-&lt;br /&gt;
|[[Nailgun]] &lt;br /&gt;
|[[Cadrona]]&lt;br /&gt;
| 1.0L&lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[CR]] &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=91205 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Overture]]&lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 132&lt;br /&gt;
| Fr: [[HR]], [[RL]], Le: [[HR]], Ri: [[HR]], Re: [[HR]]x2&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id= Info] &lt;br /&gt;
| HRs are inaccurate at range but deadly close up.  Keep away!&lt;br /&gt;
|-&lt;br /&gt;
|[[Pegasus]]&lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 3.2L V8  &lt;br /&gt;
| 131&lt;br /&gt;
| Fr: [[Car Rifle|CR]], [[RL]] &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139292 Info]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Poltergeist]] &lt;br /&gt;
|[[Spirit]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 153&lt;br /&gt;
| Fr: [[HMG]], [[RL]], Re: [[MG]]x2   &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8236 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Pulveriser]] &lt;br /&gt;
|[[Apache]]&lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 208&lt;br /&gt;
| Fr: [[ReRam]], [[HF]], Le: [[HR]], Ri: [[HR]] &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58119 Info] &lt;br /&gt;
| Keep this dangerous vehicle at a distance. &lt;br /&gt;
|-&lt;br /&gt;
|[[Punisher]] &lt;br /&gt;
|[[Apache]]&lt;br /&gt;
| 4L &lt;br /&gt;
| 228&lt;br /&gt;
| Fr: [[Car Rifle|CR]]x2, Re: RL&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5045 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Purple Haze]]  &lt;br /&gt;
|[[Motorhome]]&lt;br /&gt;
| 5L  &lt;br /&gt;
|   &lt;br /&gt;
|Fr: [[ATG]],[[Ram]], Le: [[Medium Rocket|MR]], [[Flamethrower|FT]], Ri: [[Medium Rocket|MR]], [[Flamethrower|FT]], Re: [[HMG]]&lt;br /&gt;
|   &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Quick Draw]]  &lt;br /&gt;
|[[Big Pickup]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
|   &lt;br /&gt;
| Fr: [[Car Cannon|CC]], [[Paint Gun|PG]], Le: [[Heavy Rocket|HR]], Ri: [[Heavy Rocket|HR]]&lt;br /&gt;
|   &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Radon Rancher]] &lt;br /&gt;
|[[Bullet]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| 205&lt;br /&gt;
| Fr: [[Heavy Laser]], [[Spikes]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5041 Info] &lt;br /&gt;
| Paydirt.  May no longer exist in the wild.&lt;br /&gt;
|-&lt;br /&gt;
|[[Razorback]]&lt;br /&gt;
|[[Spirit]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 141 &lt;br /&gt;
| Fr: [[HGG]], [[MG]], Le: [[HR]], Ri: [[HR]], Re: [[Medium Rocket|MR]]x2&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=24353 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Rocky]]&lt;br /&gt;
|[[Raccoon]]&lt;br /&gt;
| 1.0L &lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[MMG]], Le: [[MR]], Ri: [[MR]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=91212 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Scorpion]] &lt;br /&gt;
|[[Sunrise]] &lt;br /&gt;
| 2.0L&lt;br /&gt;
| 124&lt;br /&gt;
| Fr: [[RL]]x2, Le: [[LR]], Ri: [[LR]] &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2281 Info] &lt;br /&gt;
| Dangerous but underpowered and underarmored. &lt;br /&gt;
|-&lt;br /&gt;
|[[Sir Rocket]] &lt;br /&gt;
|[[Chevalier]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 120&lt;br /&gt;
| Fr: [[RL]]x2, Re: [[LR]], Le: [[LR]] &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58903 Info]&lt;br /&gt;
| Dangerous but easy to kill. &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[Squire]]  &lt;br /&gt;
|[[Chevalier]]  &lt;br /&gt;
| 2.0L &lt;br /&gt;
| 126  &lt;br /&gt;
| Fr: [[MML]]x2, Le: [[MG]], Ri: [[MG]] &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198271 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Stingray]] &lt;br /&gt;
|[[Moray]]&lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 115&lt;br /&gt;
| Fr: [[RL]], [[MML]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=70752 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Texan Rattler]] &lt;br /&gt;
|[[Vampire]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 100&lt;br /&gt;
| Fr: [[MML]]x2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Texan Strongarm]] &lt;br /&gt;
|[[Carrier Van]]  &lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 178 &lt;br /&gt;
| Fr: [[CC]], [[HMG]], Re: [[HMG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5042 Info]&lt;br /&gt;
| Easy to kill, and good loot - just keep away from the front.&lt;br /&gt;
|-&lt;br /&gt;
|[[Thresher]] &lt;br /&gt;
|[[Flail]]  &lt;br /&gt;
| ??? &lt;br /&gt;
| ??? &lt;br /&gt;
| Fr: [[Laser]]x2, Le: [[MR]], Ri: [[MR]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Trebuchet]]&lt;br /&gt;
|[[Apache]]  &lt;br /&gt;
| 4L  &lt;br /&gt;
| 224&lt;br /&gt;
| Fr: [[HMG]], [[CGL]], Le: [[Light Rocket|LR]], Ri: [[Medium Rocket|MR]], Re: [[RL]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139299 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Wardance]] &lt;br /&gt;
|[[Buccaneer]] &lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 115&lt;br /&gt;
| Fr: [[RL]], [[MML]]&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139297 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Wild Hunter]] &lt;br /&gt;
|[[Pike]] &lt;br /&gt;
| 4L&lt;br /&gt;
| 132&lt;br /&gt;
| Fr: [[HCR]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=70761 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wilderness Trader Vehicles==&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Vehicle !! [[Chassis]] !! [[Engine]] !! [[CR|Combat Rating]] !! class=&amp;quot;unsortable&amp;quot; | [[Weapons]] !! class=&amp;quot;unsortable&amp;quot; | Occupants !! class=&amp;quot;unsortable&amp;quot; | Info !! class=&amp;quot;unsortable&amp;quot; | Comments &lt;br /&gt;
|-&lt;br /&gt;
|[[Arbalest]]&lt;br /&gt;
|[[Box Van]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| 182&lt;br /&gt;
|Fr: [[Ram]], Ri: [[PS]], Le: [[PS]], Re: [[Mounted Mortar|MM]], [[HGG]]&lt;br /&gt;
| ?&lt;br /&gt;
| [http://www.dark-wind.com/vehicle.php?id=198256 Info]&lt;br /&gt;
| Relatively weak armor. Some dangerous rear weapons that make for good loot. Trader Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cacophony]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 112  &lt;br /&gt;
|Re: [[FOJ]], [[Car Rifle|CR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=? Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Estate Trader]]      &lt;br /&gt;
|[[Estate]]     &lt;br /&gt;
| 1.8L       &lt;br /&gt;
| 116    &lt;br /&gt;
| Fr: [[MMG]], Re: [[RL]]x2   &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=181406 Info] &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Runner]]&lt;br /&gt;
|[[Mercenary]]&lt;br /&gt;
| 1.6L&lt;br /&gt;
| &lt;br /&gt;
| Re: [[CGL]], [[HMG]] Ri: [[MG]], ?: [[MG]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Southern Trader]] &lt;br /&gt;
|[[Two-Axle Lorry]] &lt;br /&gt;
| 8L &lt;br /&gt;
| 276&lt;br /&gt;
| Fr: [[HMG]], [[MR]], Ri: [[HMG]], Le: [[HMG]], Re: [[CR]], [[ATG]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| It's not much different from the Trader lorry, but with more armor and heavier guns&lt;br /&gt;
|-&lt;br /&gt;
|[[Trader Lorry]]&lt;br /&gt;
|[[Two-Axle Lorry]]  &lt;br /&gt;
| 8L&lt;br /&gt;
| 117&lt;br /&gt;
| Fr: [[MG]], Le: [[MG]], Ri: [[MG]], Re: [[HMG]], [[CGL]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Trader Pickup]]&lt;br /&gt;
|[[Pickup]]  &lt;br /&gt;
| 2.0L&lt;br /&gt;
| 100&lt;br /&gt;
| Fr: [[RL]], Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Trade Runner]]&lt;br /&gt;
|[[Phoenix]]  &lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 131&lt;br /&gt;
| Re: [[HMG]]x2&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=32208 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Trader Van]]&lt;br /&gt;
|[[Carrier Van]]  &lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 70&lt;br /&gt;
| Fr: [[MG]], Re: [[MG]], [[MD]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=884 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== In-Town Event Vehicles ==&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Vehicle !! [[Chassis]] !! [[Engine]] !! [[CR|Combat Rating]] !! class=&amp;quot;unsortable&amp;quot; | [[Weapons]] !! class=&amp;quot;unsortable&amp;quot; | Occupants !! class=&amp;quot;unsortable&amp;quot; | Info !! class=&amp;quot;unsortable&amp;quot; | Comments &lt;br /&gt;
|-&lt;br /&gt;
|[[Asp]] &lt;br /&gt;
|[[Vampire]]&lt;br /&gt;
| 5L V8  &lt;br /&gt;
| 50  &lt;br /&gt;
|Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=82 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Asp II]] &lt;br /&gt;
|[[Vampire]]&lt;br /&gt;
| 4L&lt;br /&gt;
| 43  &lt;br /&gt;
|Fr: [[MG]], Re: [[OJ]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=83 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]  &lt;br /&gt;
|[[Symphony]] &lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 53   &lt;br /&gt;
|Fr: [[MG]], Re: [[MG]]  &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=739 Info] &lt;br /&gt;
| Very lightly armored  &lt;br /&gt;
|-&lt;br /&gt;
|[[Boxer]]&lt;br /&gt;
|[[Box Van]]&lt;br /&gt;
| 4L  &lt;br /&gt;
| 146  &lt;br /&gt;
|Fr: [[MG]]x2, Re: [[CC]], [[FOJ]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8238 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Constrictor]] &lt;br /&gt;
|[[Vampire]] &lt;br /&gt;
| 4L  &lt;br /&gt;
| 85  &lt;br /&gt;
|Fr: [[Car Rifle|CR]], [[Spikes]], Le: [[Light Rocket|LR]], Re: [[Light Rocket|LR]]&lt;br /&gt;
|1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=738 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Cruncher]] &lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 52   &lt;br /&gt;
|Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=746 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Da Vinci]]       &lt;br /&gt;
|[[Mercenary]] &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 119   &lt;br /&gt;
|Fr: [[PG]], [[MG]], Le: [[PS]], Ri: [[PS]]  &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58122 Info]   &lt;br /&gt;
| Paint-based attack vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Da Vinci II]]    &lt;br /&gt;
|[[Mercenary]] &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 93    &lt;br /&gt;
|Fr: [[PG]], [[MG]], Le: [[PS]], Re: [[PS]]  &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58123 Info]   &lt;br /&gt;
| Paint-based attack vehicle.&lt;br /&gt;
|- &lt;br /&gt;
|[[Death Cadrona]]  &lt;br /&gt;
|[[Cadrona]]   &lt;br /&gt;
| 1.6L     &lt;br /&gt;
| 63    &lt;br /&gt;
|Fr: [[MMG]]                   &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=10252 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Death Symphony]] &lt;br /&gt;
|[[Symphony]]  &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 103   &lt;br /&gt;
|Fr: [[Car Rifle|CR]], Le: [[MG]], Re: [[HMG]]    &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=734 Info]  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathflash]]     &lt;br /&gt;
|[[Flash]]     &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 60    &lt;br /&gt;
|Fr: [[MG]], Re: [[MD]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8237 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathmarley]]    &lt;br /&gt;
|[[Marley]]    &lt;br /&gt;
| 1.6L     &lt;br /&gt;
| 42    &lt;br /&gt;
|Fr: [[MG]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=745  Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathmarley II]] &lt;br /&gt;
|[[Marley]]    &lt;br /&gt;
| 1.6L     &lt;br /&gt;
| 50    &lt;br /&gt;
|Fr: [[MG]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=1163 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathmarley III]]&lt;br /&gt;
|[[Marley]]    &lt;br /&gt;
| 1.0L       &lt;br /&gt;
| 57    &lt;br /&gt;
|Fr: [[MG]], Re: [[MG]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=1164 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Stalker]] &lt;br /&gt;
|[[Chomper]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 118   &lt;br /&gt;
|Fr: [[HMG]], Re: [[MG]]&lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=48  Info]  &lt;br /&gt;
| Exposed engine and thin armor - easy kill.&lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Tank]]    &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 183   &lt;br /&gt;
|Fr: [[ATG]], Le: [[MG]], Re: [[HMG]] &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=733 Info]   &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Flame Runner]]   &lt;br /&gt;
|[[Roadrunner]]&lt;br /&gt;
| 3.2L V8  &lt;br /&gt;
| 68    &lt;br /&gt;
|Le: [[FT]], Re: [[FT]]  &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=12755 Info]   &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[RL]], Le: [[FT]], Ri: [[FT]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=81 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot II]]&lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 122&lt;br /&gt;
| Fr: [[Rocket Launcher|RL]], Le: [[Flamethrower|FT]], Ri: [[Flamethrower|FT]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198250 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Killer Bee]]  &lt;br /&gt;
|[[Offroad Buggy]] &lt;br /&gt;
| 0.6L &lt;br /&gt;
| 64 &lt;br /&gt;
| Fr:[[Gatling Gun|GG]], [[Heavy Rocket|HR]] &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58912 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Macho Van]] &lt;br /&gt;
|[[Carrier Van]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 107&lt;br /&gt;
|Fr: [[HMG]] / [[Spikes]], Le: [[FT]], Ri: [[FT]], Re: [[HMG]] / [[MD]]&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| Death Race Vehicle. A real death-trap. This thing explodes when scratched.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mini Stomper]] &lt;br /&gt;
|[[Dustup]]&lt;br /&gt;
| 1.6L&lt;br /&gt;
| 58&lt;br /&gt;
|Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8232 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Pitbull]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 79&lt;br /&gt;
| Fr: [[HMG]], [[Spikes]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=80 Info] &lt;br /&gt;
| Lightly armored Race vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Porcupine]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 67&lt;br /&gt;
| Fr: [[MG]], Re: [[SD]], [[MD]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=37 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Racing Alpha]]  &lt;br /&gt;
|[[Alpha]]  &lt;br /&gt;
| 1.2L &lt;br /&gt;
| 32  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=79 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Racing Chevalier]]  &lt;br /&gt;
|[[Chevalier]]  &lt;br /&gt;
| 3.2L &lt;br /&gt;
| 32  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=7421 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Racing Moose]]  &lt;br /&gt;
|[[Moose]]  &lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 32  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=7420 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Rising Sun]]&lt;br /&gt;
|[[Sunrise]]&lt;br /&gt;
| 4L&lt;br /&gt;
| 124&lt;br /&gt;
| Fr: [[Laser]], Re: [[Smokescreen|SS]], Le: [[MiniR]], Ri: [[MiniR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=86 Info] &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Rocketsonic]]&lt;br /&gt;
|[[Sonic]]&lt;br /&gt;
| 1L&lt;br /&gt;
| 73&lt;br /&gt;
| Fr: [[LR]], [[MiniR]], Re: [[RB]]&lt;br /&gt;
| 1&lt;br /&gt;
|  &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Solar Flare]]  &lt;br /&gt;
|[[Sunrise]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 74  &lt;br /&gt;
| Front: [[RL]], [[MML]]  &lt;br /&gt;
| 1  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=91211 Info] &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Sporty Van]]  &lt;br /&gt;
|[[Carrier Van]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 42  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=30 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Stinger]] &lt;br /&gt;
|[[Offroad Buggy]]&lt;br /&gt;
| 0.6L&lt;br /&gt;
| 46&lt;br /&gt;
| Fr: [[MG]], Re: [[LR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=735 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Sunbeam]]  &lt;br /&gt;
|[[Sunrise]]  &lt;br /&gt;
| 3.2L &lt;br /&gt;
| 32  &lt;br /&gt;
| &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=740 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Sunburn]]&lt;br /&gt;
|[[Sunrise]]&lt;br /&gt;
| 5L V8&lt;br /&gt;
| 93&lt;br /&gt;
| Fr: [[HR]], [[Spikes]], Re: [[RB]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=10251 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Terrier]]&lt;br /&gt;
|[[Alpha]]&lt;br /&gt;
| 1.2L&lt;br /&gt;
| 78&lt;br /&gt;
| Fr: [[HMG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=54 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[TurboLandrunner]]  &lt;br /&gt;
|[[Landrunner]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 99  &lt;br /&gt;
|&lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=12 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Voyager1]]  &lt;br /&gt;
|[[Voyager]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 30  &lt;br /&gt;
| &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=7422 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Vulcan]] &lt;br /&gt;
|[[Windsor]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| 123&lt;br /&gt;
| Fr: [[HCR]], Re: [[GG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=10254 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Yorkie]] &lt;br /&gt;
|[[Alpha]]&lt;br /&gt;
| 1.0L&lt;br /&gt;
| 55&lt;br /&gt;
| Fr: [[MML]], Re: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=88 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category: NPC Vehicles]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=NPC_Vehicles&amp;diff=2467</id>
		<title>NPC Vehicles</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=NPC_Vehicles&amp;diff=2467"/>
		<updated>2011-02-26T17:14:30Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Wilderness Combat Vehicles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TO-DO:&lt;br /&gt;
* Add tyre type under the description for each NPC vehicle as we acquire them ourselves in-game.&lt;br /&gt;
* Find vehicle ID's.&lt;br /&gt;
&lt;br /&gt;
==Wilderness Combat Vehicles==&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Vehicle !! [[Chassis]] !! [[Engine]] !! [[CR|Combat Rating]] !! class=&amp;quot;unsortable&amp;quot; | [[Weapons]] !! class=&amp;quot;unsortable&amp;quot; | Occupants !! class=&amp;quot;unsortable&amp;quot; | Info !! class=&amp;quot;unsortable&amp;quot; | Comments &lt;br /&gt;
{{NPCVehicleRow|name=[[57 Gunner]]|chassis=[[Fiftyseven]]|engine=3.2L V8|cr=110|weapons=Fr: [[HGG]], Le: [[Light Rocket|LR]], Ri: [[Medium Rocket|MR]]}}  &lt;br /&gt;
|- &lt;br /&gt;
|[[Antagonist]]  &lt;br /&gt;
|[[Moose]]  &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| 134  &lt;br /&gt;
|Fr: [[HMG]], [[Car Rifle|CR]]  &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=9897 Info] &lt;br /&gt;
| Available as a Rental vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Badlander]] &lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 4L  &lt;br /&gt;
| 119  &lt;br /&gt;
|Fr: [[HMG]], Re: [[MML]]  &lt;br /&gt;
|1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2278 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Bandit]] &lt;br /&gt;
|[[Raccoon]]&lt;br /&gt;
| 1.0L  &lt;br /&gt;
| 74  &lt;br /&gt;
|Fr: [[CGL]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Not very dangerous, but the [[CGL]] is good loot.  Tends to charge into close range. &lt;br /&gt;
|-&lt;br /&gt;
|[[Bantam]] &lt;br /&gt;
|[[Marley]]&lt;br /&gt;
| 1.6L  &lt;br /&gt;
| 81  &lt;br /&gt;
|Fr: [[MMG]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|[[Chomper]] &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| &lt;br /&gt;
| Fr: [[RL]], [[MMG]], Ri: [[Light Rocket|LR]], Le: [[MML]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Beaster]] &lt;br /&gt;
|[[Box Van]]&lt;br /&gt;
| 4L  &lt;br /&gt;
| 174  &lt;br /&gt;
|Fr: [[Ram]],[[HMG]], Ri: [[GG]], Le: [[GG]], Re: [[GG]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Relatively weak armor. &lt;br /&gt;
|-&lt;br /&gt;
|[[Big Meanie]] &lt;br /&gt;
|[[Big Pickup]]&lt;br /&gt;
| 4L &lt;br /&gt;
| 214  &lt;br /&gt;
|Fr: [[HGG]], [[RL]], Le: [[GG]], Ri: [[GG]]    &lt;br /&gt;
|2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=56386 Info] &lt;br /&gt;
|Heavily armed big pickup with a 4L engine. &lt;br /&gt;
|-&lt;br /&gt;
|[[Biter]]  &lt;br /&gt;
|[[Phoenix]]  &lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 114  &lt;br /&gt;
|Fr: [[MMG]], [[MG]]  &lt;br /&gt;
| 1  &lt;br /&gt;
| &lt;br /&gt;
| Machine gun packed Phoenix.&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Gold]]&lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| ?&lt;br /&gt;
|Fr: [[RL]],[[RL]], Ri: [[MMG]], Le: [[MMG]]&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Rock]] &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 255  &lt;br /&gt;
|Fr: [[RL]], [[HMG]], Le: [[MG]], Ri: [[MG]], Re: [[MG]]   &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=56387 Info] &lt;br /&gt;
|Heavily armored machine, deadly at medium ranges. &lt;br /&gt;
|-&lt;br /&gt;
|[[Black Stone]] &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L V8  &lt;br /&gt;
| 275  &lt;br /&gt;
|Fr: [[RL]], [[HGG]], Le: [[GG]], Ri: [[GG]], Re: [[GG]]   &lt;br /&gt;
|2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=56388 Info] &lt;br /&gt;
|Hits harder than Black Rock, but poorer range.&lt;br /&gt;
|-&lt;br /&gt;
|[[Blitzer]] &lt;br /&gt;
|[[Chomper]] &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| 170  &lt;br /&gt;
|Fr: [[HMG]], [[RL]], Re: [[MG]]  &lt;br /&gt;
|2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2277 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Bullseye]]&lt;br /&gt;
|[[Bullet]] &lt;br /&gt;
| 4L &lt;br /&gt;
| 112  &lt;br /&gt;
|Fr: [[Car Rifle|CR]], Le: [[Medium Rocket|MR]], Ri: [[Medium Rocket|MR]], Re: [[HR]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Butterfly II]]&lt;br /&gt;
|[[Windsor II]] &lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 142  &lt;br /&gt;
|Fr: [[GG]]x2 &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| Good loot, easy kill when flanked. &lt;br /&gt;
|-&lt;br /&gt;
|[[Buzzcut]]&lt;br /&gt;
|[[Buzzer]]&lt;br /&gt;
| 4L&lt;br /&gt;
| N/A&lt;br /&gt;
| Fr: [[HGG]]x2, Le: [[GG]], Ri: [[GG]], Re: [[MG]]x2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Buzz This!]] &lt;br /&gt;
|[[Buzzer]] &lt;br /&gt;
| 3.2L   &lt;br /&gt;
| 354  &lt;br /&gt;
|Fr: [[ATG]], [[HMG]], Re: [[HMG]]x2&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8234 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Chaser]] &lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 4L  &lt;br /&gt;
| 104  &lt;br /&gt;
|Fr: [[MMG]]&lt;br /&gt;
| 3  &lt;br /&gt;
| &lt;br /&gt;
| Available as a Rental Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Chulainn]] &lt;br /&gt;
|[[Apache]]&lt;br /&gt;
| 4L &lt;br /&gt;
| ???&lt;br /&gt;
| Fr: [[HGG]], [[HGG]], Le: [[Something]], Ri: [[Another something]] &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58119 Info] &lt;br /&gt;
| Valuable loot if you can take the HGG's intact. &lt;br /&gt;
|-&lt;br /&gt;
|[[Crescendo]]  &lt;br /&gt;
|[[Symphony]] &lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 125  &lt;br /&gt;
|Fr: [[Flamethrower|FT]], [[RL]], Re: [[MML]]  &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58117 Info] &lt;br /&gt;
| An offroad-capable symph that can fire rockets ahead and behind, and closes in for the kill with a flamethrower. &lt;br /&gt;
|-&lt;br /&gt;
|[[Cutlass]] &lt;br /&gt;
|[[Buccaneer]]&lt;br /&gt;
| 4L  &lt;br /&gt;
| 169  &lt;br /&gt;
|Fr: [[Laser]], Re: [[MG]]  &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2282 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Da Vinci]]       &lt;br /&gt;
|[[Mercenary]] &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 119   &lt;br /&gt;
|Fr: [[PG]], [[MG]], Le: [[PS]], Ri: [[PS]]  &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58122 Info]   &lt;br /&gt;
| Paint-based attack vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Damocles]]       &lt;br /&gt;
|[[Apache]] &lt;br /&gt;
| ???     &lt;br /&gt;
| 132   &lt;br /&gt;
|Fr: 2x[[ATG]]  &lt;br /&gt;
| ?&lt;br /&gt;
|    &lt;br /&gt;
| New build?&lt;br /&gt;
|-&lt;br /&gt;
|[[Dervish]]        &lt;br /&gt;
|[[Voyager]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 122   &lt;br /&gt;
|Fr: [[HMG]], Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130460 Info] &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Flame]]   &lt;br /&gt;
|[[Phoenix]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 125   &lt;br /&gt;
|Fr: [[CR]], [[MG]], Re: [[MG]]&lt;br /&gt;
|  1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=4975 Info]  &lt;br /&gt;
| Single occupant.&lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Siren]]   &lt;br /&gt;
|[[Sonic]]     &lt;br /&gt;
| 1.2L     &lt;br /&gt;
| 108   &lt;br /&gt;
|Fr: [[HMG]]    &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=9895 Info]  &lt;br /&gt;
| Surprisingly heavy armor, prone to tumble &lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Striker]] &lt;br /&gt;
|[[Vampire]]   &lt;br /&gt;
| 4L       &lt;br /&gt;
| 93    &lt;br /&gt;
|Fr: [[HMG]]&lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2279 Info]   &lt;br /&gt;
| Available as a Rental Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Devastator]]     &lt;br /&gt;
|[[Apache]]    &lt;br /&gt;
| 4L       &lt;br /&gt;
| 283   &lt;br /&gt;
|Fr: [[CC]], [[HGG]], Le: [[MG]], Ri: [[MG]] &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58888 Info]  &lt;br /&gt;
|   &lt;br /&gt;
|-&lt;br /&gt;
|[[Discord]]        &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 266   &lt;br /&gt;
|Fr: [[ATG]], [[RL]], Le: [[MR]], Ri: [[MR]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130464 Info]  &lt;br /&gt;
|   &lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon`s Breath]]&lt;br /&gt;
|[[Buzzer]]&lt;br /&gt;
| 4L&lt;br /&gt;
| &lt;br /&gt;
| Fr: [[CC]]x2, Le: [[HR]], Ri: [[HR]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Duellist]]       &lt;br /&gt;
|[[Moose]]     &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 132   &lt;br /&gt;
|Fr: [[MMG]]x2, Le: [[MR]], Ri: [[MR]], Re: [[MR]]x2&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130457 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
{{NPCVehicleRow|name=[[Duet]]|chassis=[[Symphony]]|engine=2L|cr=?|weapons=Fr: 2x[[MG]]|occupants=1}}  &lt;br /&gt;
|- &lt;br /&gt;
|[[Eliminator]]     &lt;br /&gt;
|[[Voyager]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 111   &lt;br /&gt;
|Fr: [[MG]]x2, Re: [[MG]]&lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=9899 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Emergency Room]] &lt;br /&gt;
|[[Ambulance]] &lt;br /&gt;
| 5L       &lt;br /&gt;
| 368   &lt;br /&gt;
|Fr: [[ATG]], [[CR]], Le: [[CR]], Ri: [[CR]], Re: [[CR]]x2 &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8239 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Evan Bandit]]    &lt;br /&gt;
|[[Symphony]]  &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 147   &lt;br /&gt;
|Fr: [[HMG]], [[MML]], Le: [[GG]], Ri: [[GG]]&lt;br /&gt;
| 2&lt;br /&gt;
|[http://dark-wind.com/vehicle.php?id=58900 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Evan Enforcer]]  &lt;br /&gt;
|[[Symphony]]  &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 128   &lt;br /&gt;
|Fr: [[CR]]x2, Re: [[MG]]&lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2276 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Ferret]]         &lt;br /&gt;
|[[Voyager]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 114   &lt;br /&gt;
|Fr: [[CR]], [[MMG]]    &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130458 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang]]      &lt;br /&gt;
|[[Flash]]     &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 74    &lt;br /&gt;
| Fr: [[CR]], Re: [[MR]], [[HR]]   &lt;br /&gt;
| 1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=70753 Info] &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Freelance]]      &lt;br /&gt;
|[[Mercenary]]    &lt;br /&gt;
| 2.0L      &lt;br /&gt;
| 92    &lt;br /&gt;
| Fr: [[HMG]]x2&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Gallowglass]]&lt;br /&gt;
|[[Apache]]  &lt;br /&gt;
| 4L  &lt;br /&gt;
| 221  &lt;br /&gt;
| Fr: [[Heavy Machine Gun|HMG]]x2, Le: [[Heavy Rocket|HR]], Ri: [[Heavy Rocket|HR]], Re: [[Heavy Rocket|HR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=126286 Info] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Garbageman]]&lt;br /&gt;
|[[Trash Truck]]  &lt;br /&gt;
| 8L  &lt;br /&gt;
| 375  &lt;br /&gt;
| Fr: [[Rocket Launcher|RL]]&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Gladiator]]  &lt;br /&gt;
|[[Chomper]]  &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| 190  &lt;br /&gt;
| Fr: [[Heavy Machine Gun|HMG]], [[ReRam]], Re: [[MG]], Le: [[MR]], Ri: [[MR]]&lt;br /&gt;
|  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58905 Info] &lt;br /&gt;
| A power chomper with ram and big guns.  Use caution. &lt;br /&gt;
|-&lt;br /&gt;
|[[Gunboat]]  &lt;br /&gt;
|[[Two-Axle Lorry]]  &lt;br /&gt;
| 8L  &lt;br /&gt;
| 496  &lt;br /&gt;
| Fr: [[RL]]x2, Le: [[CC]]x2, Ri: [[CC]]x2, Re: [[HMG]]x2  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58906 Info] &lt;br /&gt;
| Twin Car Cannons on each side are extremely dangerous. &lt;br /&gt;
|-&lt;br /&gt;
|[[Harpy]]  &lt;br /&gt;
|[[Sonic]]  &lt;br /&gt;
| 1.0L&lt;br /&gt;
| 102&lt;br /&gt;
| Fr: [[Rocket Launcher|RL]] &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198270 Info]&lt;br /&gt;
|Rocket Launchers are never good, but constant hits can keep this guy off-target. &lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Stroke]] &lt;br /&gt;
|[[Fire Engine]] &lt;br /&gt;
| 9.4L&lt;br /&gt;
| 447&lt;br /&gt;
| Fr: [[TG]], [[HMG]], Le: [[HF]], Ri: [[HF]], Re: [[RL]]x2&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8240 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hellfire]]  &lt;br /&gt;
|[[Hearse]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 234 &lt;br /&gt;
| Fr: [[CR]], [[ATG]], Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5043 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hornet]] &lt;br /&gt;
|[[Offroad Buggy]]&lt;br /&gt;
| 1.0L&lt;br /&gt;
| 44&lt;br /&gt;
| Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=747 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[RL]], Le: [[FT]], Ri: [[FT]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=81 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot II]]&lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 122&lt;br /&gt;
| Fr: [[Rocket Launcher|RL]], Le: [[Flamethrower|FT]], Ri: [[Flamethrower|FT]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198250 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Kern]]&lt;br /&gt;
|[[Windsor II]] &lt;br /&gt;
| 3.2L&lt;br /&gt;
| 149&lt;br /&gt;
| Fr: [[Heavy Machine Gun|HMG]], [[Machine Gun|MG]], Le: [[Medium Rocket|MR]], Ri: [[Medium Rocket|MR]] &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=126285 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Killer Wasp]] &lt;br /&gt;
|[[Flash]] &lt;br /&gt;
| 2.0L&lt;br /&gt;
| 64&lt;br /&gt;
| Fr: [[Micromissile Launcher|MML]]x2&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139294 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[King Silage]] &lt;br /&gt;
|[[Wurzel]] &lt;br /&gt;
| 4.0L&lt;br /&gt;
| 155&lt;br /&gt;
| Fr: [[CGL]], [[PG]], Le: [[HR]], Ri: [[HR]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Slow, but super strong armor and climbs hills/dunes easily.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lancer]]  &lt;br /&gt;
|[[Chevalier]] &lt;br /&gt;
| 2.0L &lt;br /&gt;
| 137  &lt;br /&gt;
| Fr: [[Car Rifle|CR]], [[Rocket Launcher|RL]], Le: [[Medium Rocket|MR]], Ri: [[Medium Rocket|MR]], Re: [[Light Rocket|LR]] &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130463 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Longshot]]  &lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 3.2L &lt;br /&gt;
| 118  &lt;br /&gt;
| Fr: [[Medium Machine Gun|MMG]]x2 &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=27017 Info]&lt;br /&gt;
| One of the more dangerous Phoenix builds.  Try not to hit it head on.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mantis]]&lt;br /&gt;
|[[Sunrise]] &lt;br /&gt;
| 4L &lt;br /&gt;
| 124&lt;br /&gt;
|Fr: [[MML]]x2, Le:[[LR]], Ri:[[LR]]&lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2281 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[McFlyer]] &lt;br /&gt;
|[[McFly]]&lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 137&lt;br /&gt;
|Fr: [[HGG]], [[GG]], Le: [[LR]], Ri: [[MR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=116425 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mongoose]] &lt;br /&gt;
|[[Voyager]]&lt;br /&gt;
| 3.2L &lt;br /&gt;
| 116&lt;br /&gt;
|Fr: [[RL]], [[GG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130459 Info]  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Bomber]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 142&lt;br /&gt;
| Fr: [[CGL]], [[PG]], Le: [[GG]], Ri: [[GG]]&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Maelstrom]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 136 &lt;br /&gt;
| Fr: [[CGL]]x2, Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139301 Info] &lt;br /&gt;
| AI can be very accurate with CGLs.  Try not to sit still in range for too long. &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Marauder]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 160&lt;br /&gt;
|Fr: [[RL]]x2, Le: [[MG]], Ri: [[MG]]  &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2280 Info] &lt;br /&gt;
| The most threatening pickup. Becomes more dangerous when demoed. Kill it! Also a Rental Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Masher]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 136&lt;br /&gt;
|Fr: [[MML]]x2, Le: [[MG]], Ri: [[MG]]  &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2280 Info] &lt;br /&gt;
| A less lethal version of the Mutant Marauder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Mauler]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 148&lt;br /&gt;
| Fr: [[CGL]], [[RL]], Le: [[MG]], Ri: [[MG]] &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139300 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Merc]] &lt;br /&gt;
|[[Mercenary]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 165&lt;br /&gt;
| Fr: [[ATG]], [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8233 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Mulcher]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 3.2L &lt;br /&gt;
| 148&lt;br /&gt;
| Fr: [[ReRam]], [[PS]], Le: [[GG]], Ri: [[GG]] &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58913 Info] &lt;br /&gt;
| Not much threat if you can avoid the initial ram.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Rancher]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 143&lt;br /&gt;
| Fr: [[VSG]], [[Car Rifle|CR]], Le: [[MML]], Ri: [[MML]] &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58920 Info]&lt;br /&gt;
| The least threatening of the Mutant pickups. &lt;br /&gt;
|-&lt;br /&gt;
|[[Nailgun]] &lt;br /&gt;
|[[Cadrona]]&lt;br /&gt;
| 1.0L&lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[CR]] &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=91205 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Overture]]&lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 132&lt;br /&gt;
| Fr: [[HR]], [[RL]], Le: [[HR]], Ri: [[HR]], Re: [[HR]]x2&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id= Info] &lt;br /&gt;
| HRs are inaccurate at range but deadly close up.  Keep away!&lt;br /&gt;
|-&lt;br /&gt;
|[[Pegasus]]&lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 3.2L V8  &lt;br /&gt;
| 131&lt;br /&gt;
| Fr: [[Car Rifle|CR]], [[RL]] &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139292 Info]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Poltergeist]] &lt;br /&gt;
|[[Spirit]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 153&lt;br /&gt;
| Fr: [[HMG]], [[RL]], Re: [[MG]]x2   &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8236 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Pulveriser]] &lt;br /&gt;
|[[Apache]]&lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 208&lt;br /&gt;
| Fr: [[ReRam]], [[HF]], Le: [[HR]], Ri: [[HR]] &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58119 Info] &lt;br /&gt;
| Keep this dangerous vehicle at a distance. &lt;br /&gt;
|-&lt;br /&gt;
|[[Punisher]] &lt;br /&gt;
|[[Apache]]&lt;br /&gt;
| 4L &lt;br /&gt;
| 228&lt;br /&gt;
| Fr: [[Car Rifle|CR]]x2, Re: RL&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5045 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Purple Haze]]  &lt;br /&gt;
|[[Motorhome]]&lt;br /&gt;
| 5L  &lt;br /&gt;
|   &lt;br /&gt;
|Fr: [[ATG]],[[Ram]], Le: [[Medium Rocket|MR]], [[Flamethrower|FT]], Ri: [[Medium Rocket|MR]], [[Flamethrower|FT]], Re: [[HMG]]&lt;br /&gt;
|   &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Quick Draw]]  &lt;br /&gt;
|[[Big Pickup]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
|   &lt;br /&gt;
| Fr: [[Car Cannon|CC]], [[Paint Gun|PG]], Le: [[Heavy Rocket|HR]], Ri: [[Heavy Rocket|HR]]&lt;br /&gt;
|   &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Radon Rancher]] &lt;br /&gt;
|[[Bullet]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| 205&lt;br /&gt;
| Fr: [[Heavy Laser]], [[Spikes]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5041 Info] &lt;br /&gt;
| Paydirt.  May no longer exist in the wild.&lt;br /&gt;
|-&lt;br /&gt;
|[[Razorback]]&lt;br /&gt;
|[[Spirit]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 141 &lt;br /&gt;
| Fr: [[HGG]], [[MG]], Le: [[HR]], Ri: [[HR]], Re: [[Medium Rocket|MR]]x2&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=24353 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Rocky]]&lt;br /&gt;
|[[Raccoon]]&lt;br /&gt;
| 1.0L &lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[MMG]], Le: [[MR]], Ri: [[MR]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=91212 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Scorpion]] &lt;br /&gt;
|[[Sunrise]] &lt;br /&gt;
| 2.0L&lt;br /&gt;
| 124&lt;br /&gt;
| Fr: [[RL]]x2, Le: [[LR]], Ri: [[LR]] &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2281 Info] &lt;br /&gt;
| Dangerous but underpowered and underarmored. &lt;br /&gt;
|-&lt;br /&gt;
|[[Sir Rocket]] &lt;br /&gt;
|[[Chevalier]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 120&lt;br /&gt;
| Fr: [[RL]]x2, Re: [[LR]], Le: [[LR]] &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58903 Info]&lt;br /&gt;
| Dangerous but easy to kill. &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[Squire]]  &lt;br /&gt;
|[[Chevalier]]  &lt;br /&gt;
| 2.0L &lt;br /&gt;
| 126  &lt;br /&gt;
| Fr: [[MML]]x2, Le: [[MG]], Ri: [[MG]] &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198271 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Stingray]] &lt;br /&gt;
|[[Moray]]&lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 115&lt;br /&gt;
| Fr: [[RL]], [[MML]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=70752 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Texan Rattler]] &lt;br /&gt;
|[[Vampire]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 100&lt;br /&gt;
| Fr: [[MML]]x2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Texan Strongarm]] &lt;br /&gt;
|[[Carrier Van]]  &lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 178 &lt;br /&gt;
| Fr: [[CC]], [[HMG]], Re: [[HMG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5042 Info]&lt;br /&gt;
| Easy to kill, and good loot - just keep away from the front.&lt;br /&gt;
|-&lt;br /&gt;
|[[Thresher]] &lt;br /&gt;
|[[Flail]]  &lt;br /&gt;
| ??? &lt;br /&gt;
| ??? &lt;br /&gt;
| Fr: [[Laser]]x2, Le: [[MR]], Ri: [[MR]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Trebuchet]]&lt;br /&gt;
|[[Apache]]  &lt;br /&gt;
| 4L  &lt;br /&gt;
| 224&lt;br /&gt;
| Fr: [[HMG]], [[CGL]], Le: [[Light Rocket|LR]], Ri: [[Medium Rocket|MR]], Re: [[RL]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139299 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Wardance]] &lt;br /&gt;
|[[Buccaneer]] &lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 115&lt;br /&gt;
| Fr: [[RL]], [[MML]]&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139297 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Wild Hunter]] &lt;br /&gt;
|[[Pike]] &lt;br /&gt;
| 4L&lt;br /&gt;
| 132&lt;br /&gt;
| Fr: [[HCR]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=70761 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wilderness Trader Vehicles==&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Vehicle !! [[Chassis]] !! [[Engine]] !! [[CR|Combat Rating]] !! class=&amp;quot;unsortable&amp;quot; | [[Weapons]] !! class=&amp;quot;unsortable&amp;quot; | Occupants !! class=&amp;quot;unsortable&amp;quot; | Info !! class=&amp;quot;unsortable&amp;quot; | Comments &lt;br /&gt;
|-&lt;br /&gt;
|[[Arbalest]]&lt;br /&gt;
|[[Box Van]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| 182&lt;br /&gt;
|Fr: [[Ram]], Ri: [[PS]], Le: [[PS]], Re: [[Mounted Mortar|MM]], [[HGG]]&lt;br /&gt;
| ?&lt;br /&gt;
| [http://www.dark-wind.com/vehicle.php?id=198256 Info]&lt;br /&gt;
| Relatively weak armor. Some dangerous rear weapons that make for good loot. Trader Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cacophony]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 112  &lt;br /&gt;
|Re: [[FOJ]], [[Car Rifle|CR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=? Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Estate Trader]]      &lt;br /&gt;
|[[Estate]]     &lt;br /&gt;
| 1.8L       &lt;br /&gt;
| 116    &lt;br /&gt;
| Fr: [[MMG]], Re: [[RL]]x2   &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=181406 Info] &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Runner]]&lt;br /&gt;
|[[Mercenary]]&lt;br /&gt;
| 1.6L&lt;br /&gt;
| &lt;br /&gt;
| Re: [[CGL]], [[HMG]] Ri: [[MG]], ?: [[MG]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Southern Trader]] &lt;br /&gt;
|[[Two-Axle Lorry]] &lt;br /&gt;
| 8L &lt;br /&gt;
| 276&lt;br /&gt;
| Fr: [[HMG]], [[MR]], Ri: [[HMG]], Le: [[HMG]], Re: [[CR]], [[ATG]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| It's not much different from the Trader lorry, but with more armor and heavier guns&lt;br /&gt;
|-&lt;br /&gt;
|[[Trader Lorry]]&lt;br /&gt;
|[[Two-Axle Lorry]]  &lt;br /&gt;
| 8L&lt;br /&gt;
| 117&lt;br /&gt;
| Fr: [[MG]], Le: [[MG]], Ri: [[MG]], Re: [[HMG]], [[CGL]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Trader Pickup]]&lt;br /&gt;
|[[Pickup]]  &lt;br /&gt;
| 2.0L&lt;br /&gt;
| 100&lt;br /&gt;
| Fr: [[RL]], Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Trade Runner]]&lt;br /&gt;
|[[Phoenix]]  &lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 131&lt;br /&gt;
| Re: [[HMG]]x2&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=32208 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Trader Van]]&lt;br /&gt;
|[[Carrier Van]]  &lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 70&lt;br /&gt;
| Fr: [[MG]], Re: [[MG]], [[MD]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=884 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== In-Town Event Vehicles ==&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Vehicle !! [[Chassis]] !! [[Engine]] !! [[CR|Combat Rating]] !! class=&amp;quot;unsortable&amp;quot; | [[Weapons]] !! class=&amp;quot;unsortable&amp;quot; | Occupants !! class=&amp;quot;unsortable&amp;quot; | Info !! class=&amp;quot;unsortable&amp;quot; | Comments &lt;br /&gt;
|-&lt;br /&gt;
|[[Asp]] &lt;br /&gt;
|[[Vampire]]&lt;br /&gt;
| 5L V8  &lt;br /&gt;
| 50  &lt;br /&gt;
|Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=82 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Asp II]] &lt;br /&gt;
|[[Vampire]]&lt;br /&gt;
| 4L&lt;br /&gt;
| 43  &lt;br /&gt;
|Fr: [[MG]], Re: [[OJ]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=83 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]  &lt;br /&gt;
|[[Symphony]] &lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 53   &lt;br /&gt;
|Fr: [[MG]], Re: [[MG]]  &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=739 Info] &lt;br /&gt;
| Very lightly armored  &lt;br /&gt;
|-&lt;br /&gt;
|[[Boxer]]&lt;br /&gt;
|[[Box Van]]&lt;br /&gt;
| 4L  &lt;br /&gt;
| 146  &lt;br /&gt;
|Fr: [[MG]]x2, Re: [[CC]], [[FOJ]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8238 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Constrictor]] &lt;br /&gt;
|[[Vampire]] &lt;br /&gt;
| 4L  &lt;br /&gt;
| 85  &lt;br /&gt;
|Fr: [[Car Rifle|CR]], [[Spikes]], Le: [[Light Rocket|LR]], Re: [[Light Rocket|LR]]&lt;br /&gt;
|1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=738 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Cruncher]] &lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 52   &lt;br /&gt;
|Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=746 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Da Vinci]]       &lt;br /&gt;
|[[Mercenary]] &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 119   &lt;br /&gt;
|Fr: [[PG]], [[MG]], Le: [[PS]], Ri: [[PS]]  &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58122 Info]   &lt;br /&gt;
| Paint-based attack vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Da Vinci II]]    &lt;br /&gt;
|[[Mercenary]] &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 93    &lt;br /&gt;
|Fr: [[PG]], [[MG]], Le: [[PS]], Re: [[PS]]  &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58123 Info]   &lt;br /&gt;
| Paint-based attack vehicle.&lt;br /&gt;
|- &lt;br /&gt;
|[[Death Cadrona]]  &lt;br /&gt;
|[[Cadrona]]   &lt;br /&gt;
| 1.6L     &lt;br /&gt;
| 63    &lt;br /&gt;
|Fr: [[MMG]]                   &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=10252 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Death Symphony]] &lt;br /&gt;
|[[Symphony]]  &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 103   &lt;br /&gt;
|Fr: [[Car Rifle|CR]], Le: [[MG]], Re: [[HMG]]    &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=734 Info]  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathflash]]     &lt;br /&gt;
|[[Flash]]     &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 60    &lt;br /&gt;
|Fr: [[MG]], Re: [[MD]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8237 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathmarley]]    &lt;br /&gt;
|[[Marley]]    &lt;br /&gt;
| 1.6L     &lt;br /&gt;
| 42    &lt;br /&gt;
|Fr: [[MG]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=745  Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathmarley II]] &lt;br /&gt;
|[[Marley]]    &lt;br /&gt;
| 1.6L     &lt;br /&gt;
| 50    &lt;br /&gt;
|Fr: [[MG]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=1163 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathmarley III]]&lt;br /&gt;
|[[Marley]]    &lt;br /&gt;
| 1.0L       &lt;br /&gt;
| 57    &lt;br /&gt;
|Fr: [[MG]], Re: [[MG]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=1164 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Stalker]] &lt;br /&gt;
|[[Chomper]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 118   &lt;br /&gt;
|Fr: [[HMG]], Re: [[MG]]&lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=48  Info]  &lt;br /&gt;
| Exposed engine and thin armor - easy kill.&lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Tank]]    &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 183   &lt;br /&gt;
|Fr: [[ATG]], Le: [[MG]], Re: [[HMG]] &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=733 Info]   &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Flame Runner]]   &lt;br /&gt;
|[[Roadrunner]]&lt;br /&gt;
| 3.2L V8  &lt;br /&gt;
| 68    &lt;br /&gt;
|Le: [[FT]], Re: [[FT]]  &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=12755 Info]   &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[RL]], Le: [[FT]], Ri: [[FT]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=81 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot II]]&lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 122&lt;br /&gt;
| Fr: [[Rocket Launcher|RL]], Le: [[Flamethrower|FT]], Ri: [[Flamethrower|FT]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198250 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Killer Bee]]  &lt;br /&gt;
|[[Offroad Buggy]] &lt;br /&gt;
| 0.6L &lt;br /&gt;
| 64 &lt;br /&gt;
| Fr:[[Gatling Gun|GG]], [[Heavy Rocket|HR]] &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58912 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Macho Van]] &lt;br /&gt;
|[[Carrier Van]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 107&lt;br /&gt;
|Fr: [[HMG]] / [[Spikes]], Le: [[FT]], Ri: [[FT]], Re: [[HMG]] / [[MD]]&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| Death Race Vehicle. A real death-trap. This thing explodes when scratched.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mini Stomper]] &lt;br /&gt;
|[[Dustup]]&lt;br /&gt;
| 1.6L&lt;br /&gt;
| 58&lt;br /&gt;
|Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8232 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Pitbull]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 79&lt;br /&gt;
| Fr: [[HMG]], [[Spikes]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=80 Info] &lt;br /&gt;
| Lightly armored Race vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Porcupine]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 67&lt;br /&gt;
| Fr: [[MG]], Re: [[SD]], [[MD]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=37 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Racing Alpha]]  &lt;br /&gt;
|[[Alpha]]  &lt;br /&gt;
| 1.2L &lt;br /&gt;
| 32  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=79 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Racing Chevalier]]  &lt;br /&gt;
|[[Chevalier]]  &lt;br /&gt;
| 3.2L &lt;br /&gt;
| 32  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=7421 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Racing Moose]]  &lt;br /&gt;
|[[Moose]]  &lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 32  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=7420 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Rising Sun]]&lt;br /&gt;
|[[Sunrise]]&lt;br /&gt;
| 4L&lt;br /&gt;
| 124&lt;br /&gt;
| Fr: [[Laser]], Re: [[Smokescreen|SS]], Le: [[MiniR]], Ri: [[MiniR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=86 Info] &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Rocketsonic]]&lt;br /&gt;
|[[Sonic]]&lt;br /&gt;
| 1L&lt;br /&gt;
| 73&lt;br /&gt;
| Fr: [[LR]], [[MiniR]], Re: [[RB]]&lt;br /&gt;
| 1&lt;br /&gt;
|  &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Solar Flare]]  &lt;br /&gt;
|[[Sunrise]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 74  &lt;br /&gt;
| Front: [[RL]], [[MML]]  &lt;br /&gt;
| 1  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=91211 Info] &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Sporty Van]]  &lt;br /&gt;
|[[Carrier Van]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 42  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=30 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Stinger]] &lt;br /&gt;
|[[Offroad Buggy]]&lt;br /&gt;
| 0.6L&lt;br /&gt;
| 46&lt;br /&gt;
| Fr: [[MG]], Re: [[LR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=735 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Sunbeam]]  &lt;br /&gt;
|[[Sunrise]]  &lt;br /&gt;
| 3.2L &lt;br /&gt;
| 32  &lt;br /&gt;
| &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=740 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Sunburn]]&lt;br /&gt;
|[[Sunrise]]&lt;br /&gt;
| 5L V8&lt;br /&gt;
| 93&lt;br /&gt;
| Fr: [[HR]], [[Spikes]], Re: [[RB]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=10251 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Terrier]]&lt;br /&gt;
|[[Alpha]]&lt;br /&gt;
| 1.2L&lt;br /&gt;
| 78&lt;br /&gt;
| Fr: [[HMG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=54 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[TurboLandrunner]]  &lt;br /&gt;
|[[Landrunner]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 99  &lt;br /&gt;
|&lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=12 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Voyager1]]  &lt;br /&gt;
|[[Voyager]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 30  &lt;br /&gt;
| &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=7422 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Vulcan]] &lt;br /&gt;
|[[Windsor]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| 123&lt;br /&gt;
| Fr: [[HCR]], Re: [[GG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=10254 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Yorkie]] &lt;br /&gt;
|[[Alpha]]&lt;br /&gt;
| 1.0L&lt;br /&gt;
| 55&lt;br /&gt;
| Fr: [[MML]], Re: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=88 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category: NPC Vehicles]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Missions&amp;diff=2466</id>
		<title>Missions</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Missions&amp;diff=2466"/>
		<updated>2011-02-26T15:13:14Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Roleplaying Missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While much of Darkwind's gameplay is focused on wilderness combat (scouting), and in-town events (races, deathraces, and arena combats), it is possible to improve your gang's skills, fame, reputation, and bottom line by running missions.&lt;br /&gt;
&lt;br /&gt;
Missions are available in the taverns of each town (Dexter's in Somerset), and can be browsed by selecting the **Check the Noticeboard** link in the tavern navigation menu.&lt;br /&gt;
&lt;br /&gt;
Non-subscribers cannot travel to other places, so they can not complete any missions.  Accepting missions before you subscribe will only hurt your reputation when you fail to complete them.&lt;br /&gt;
&lt;br /&gt;
You may have a maximum of 15 active missions at any one time.&lt;br /&gt;
&lt;br /&gt;
== Mission Success ==&lt;br /&gt;
Each mission will have a delivery date associated with it.  This is the day and time you must have the mission cargo, or taxi passengers, or whatever, at the destination.&lt;br /&gt;
&lt;br /&gt;
It is important to note that your arrival time at the destination must be on or before the delivery date.  If you process the last event of your travel before the scheduled arrival time, you will arrive at your destination at that scheduled arrival time.  &lt;br /&gt;
&lt;br /&gt;
However, if you process the last event after the scheduled arrival time, you will arrive at your destination at the time (server, of course) you processed the last event.  If this time is **after** the delivery date, you will fail the mission.&lt;br /&gt;
&lt;br /&gt;
== Mission Failure ==&lt;br /&gt;
If you fail too many ''standard'' missions, i.e. not the role-playing missions, you will be prevented from taking any new missions until your ''Failure Rate'' has gone down.&lt;br /&gt;
&lt;br /&gt;
Currently you are allowed to fail&lt;br /&gt;
* A max of 8 missions in a month, or&lt;br /&gt;
* No more than 1/3 of your attempted missions if you have failed more than 3, but less than 9&lt;br /&gt;
&lt;br /&gt;
== Mission Types ==&lt;br /&gt;
There are four basic types of missions:&lt;br /&gt;
&lt;br /&gt;
* Taxi -- take passengers in your vehicles to their destination&lt;br /&gt;
* Courier -- take packages in your vehicles to their destination&lt;br /&gt;
* Escort -- Escort NPC vehicles with your vehicles to their destination&lt;br /&gt;
* Assassination -- kill the leader of a named NPC gang &lt;br /&gt;
&lt;br /&gt;
There is also a special category of scripted &amp;quot;Roleplaying Missions&amp;quot; that come with an additional back story and span multiple stages and can have a totally different criterias for completion.&lt;br /&gt;
&lt;br /&gt;
=== Taxi ===&lt;br /&gt;
The ''Taxi'' mission is one of the easier mission types as the clients will occupy a seat in your vehicle, and be under your control during any encounters, so you can assign them to weapons and order them to fire, or take over driving, or whatever.&lt;br /&gt;
&lt;br /&gt;
=== Courier ===&lt;br /&gt;
Another easy mission type, although a bit more difficult than the ''Taxi'' because many times the bulk requirements are beyond a ''standard'' vehicle, and will require a dedicated cargo vehicle like a Two-Axle Lorry, Box Van, or Carrier Van.&lt;br /&gt;
&lt;br /&gt;
There are three types of Courier missions:&lt;br /&gt;
* Mail - these are generally large (&amp;gt; 100 bulk) missions and will require a dedicated cargo vehicle&lt;br /&gt;
* Private Documents - these are usually smaller (&amp;lt; 100 bulk) missions&lt;br /&gt;
* Drugs - these are also smaller (&amp;lt; 100 bulk) missions&lt;br /&gt;
&lt;br /&gt;
Courier missions can now be found by selecting the '''Advertise for Courier Mission''' option in a town's tavern. After setting a few options for desired bulk and destinations, you are presented with available missions meeting the criteria.  Optionally, the day laborers hanging around the tavern will load the mission package in the vehicle of your choice.&lt;br /&gt;
&lt;br /&gt;
Some courier packages will generate increased attention from pirates, due to their high value for example, so be prepared for additional encounters while carrying out the mission.&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
!colspan = &amp;quot;2&amp;quot;|  Courier Packages&lt;br /&gt;
|-&lt;br /&gt;
!  Type  !!  Pounds Per Bulk&lt;br /&gt;
|-&lt;br /&gt;
|Mail&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  2&lt;br /&gt;
|-&lt;br /&gt;
|Narcotics&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  4&lt;br /&gt;
|-&lt;br /&gt;
|Medicines&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  4&lt;br /&gt;
|-&lt;br /&gt;
|Spices&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  4&lt;br /&gt;
|-&lt;br /&gt;
|Sugar&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  ?&lt;br /&gt;
|-&lt;br /&gt;
|Documents&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  2&lt;br /&gt;
|-&lt;br /&gt;
|Salted Meat&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Escort ===&lt;br /&gt;
Far and away the most difficult mission type, these should be accepted very cautiously.  These missions involve traveling to the destination while you control your vehicles, and '''the NPCs control their vehicles'''.  In other words, you will have no control over the NPC vehicles' speed, direction, tactics, etc. should you have an encounter while traveling.  This makes getting all the NPC vehicles to the destination a very tricky affair.&lt;br /&gt;
&lt;br /&gt;
Usually, the mission payoff is based on the number of vehicles that arrive safely, so you may get paid even if you lose an NPC vehicle (or two), but the reduced payoff could mean you take a loss for the mission.&lt;br /&gt;
&lt;br /&gt;
In order to launch an escort mission you must use the older, less easy way of launching a travel.  It is fully explained on the [[Travel#Old, Less Easy Method|Travel]] page.&lt;br /&gt;
&lt;br /&gt;
=== Assassination ===&lt;br /&gt;
On the surface, a very simple case of finding the gang in question, and killing the leader.  Sometimes, not so simple, however, as the leader will not be in every event the target gang participates in, so locating the leader could be tricky.  Failing an assassination mission '''decreases''' your gang's fame but not its reputation, and you will have a bounty put on ''your'' head as well.&lt;br /&gt;
Successful completion of the mission '''reduces''' your gang's reputation and, ''may'' '''increase''' its fame depending on how chatty your client is.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' You must be the '''squad owner''' in the combat where the target is killed for the mission's completion to trigger.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Missions ==&lt;br /&gt;
Only one person will be allowed to start a certain roleplaying mission per every few days.&lt;br /&gt;
&lt;br /&gt;
There are 3 original roleplaying missions:&lt;br /&gt;
&lt;br /&gt;
[[Racing For The Mob]] - Available from Dexters Tavern in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[Angel of Mercy]] - Available from the Somerset Hospital.&lt;br /&gt;
&lt;br /&gt;
[[Arizona's Antique]] - Available from Arizona's Autoparts in Elmsfield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Player created missions have been added, so there are several more available.  Here are some:&lt;br /&gt;
&lt;br /&gt;
[[Heart in the Right Place]] - Available from the Somerset Hospital.&lt;br /&gt;
&lt;br /&gt;
[[Fresh Cadavers]] - Available from the Somerset Hospital.&lt;br /&gt;
&lt;br /&gt;
[[Baby Steps]] - Available from Jake's in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[Where`d My Rifles Go?!]] - Available from the Training Center in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[A favour for Rez.]] - Available From Devil Dan's in Sarsfield.&lt;br /&gt;
&lt;br /&gt;
[[A Bad Hangover]] - Available from Dexters Tavern in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[Fertilizer Follies]] - Available from Dexters Tavern in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[Snake in the Shadows]] - Available from The Tombstone Tavern in Texan.&lt;br /&gt;
&lt;br /&gt;
Many of these, as part of the reward for completion offer a skill increase to characters.  This is not entirely within the players control of who gets the increase.  The increase in the reward stat goes to the character that already has the highest level in your gang, in the town the quest is completed in.  For example, a mission that ends in Somerset and has a scouting skill reward will give your highest level scout *in Somerset* the extra training.  It might not be the ganger you actually used to run the mission.  This reward can push the skill cap (only for that skill) beyond the characters original cap.  In this example, my scout in Somerset got a 10 point bonus to raise his scout skill to 109, even though he had capped at 98/99.  Once he hit 98 with gunnery though, he was capped there, and will get to 99 and stop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Missions]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=NPC_Vehicles&amp;diff=2465</id>
		<title>NPC Vehicles</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=NPC_Vehicles&amp;diff=2465"/>
		<updated>2011-02-23T16:05:53Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Wilderness Combat Vehicles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TO-DO:&lt;br /&gt;
* Add tyre type under the description for each NPC vehicle as we acquire them ourselves in-game.&lt;br /&gt;
* Find vehicle ID's.&lt;br /&gt;
&lt;br /&gt;
==Wilderness Combat Vehicles==&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Vehicle !! [[Chassis]] !! [[Engine]] !! [[CR|Combat Rating]] !! class=&amp;quot;unsortable&amp;quot; | [[Weapons]] !! class=&amp;quot;unsortable&amp;quot; | Occupants !! class=&amp;quot;unsortable&amp;quot; | Info !! class=&amp;quot;unsortable&amp;quot; | Comments &lt;br /&gt;
{{NPCVehicleRow|name=[[57 Gunner]]|chassis=[[Fiftyseven]]|engine=3.2L V8|cr=110|weapons=Fr: [[HGG]], Le: [[Light Rocket|LR]], Ri: [[Medium Rocket|MR]]}}  &lt;br /&gt;
|- &lt;br /&gt;
|[[Antagonist]]  &lt;br /&gt;
|[[Moose]]  &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| 134  &lt;br /&gt;
|Fr: [[HMG]], [[Car Rifle|CR]]  &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=9897 Info] &lt;br /&gt;
| Available as a Rental vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Badlander]] &lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 4L  &lt;br /&gt;
| 119  &lt;br /&gt;
|Fr: [[HMG]], Re: [[MML]]  &lt;br /&gt;
|1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2278 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Bandit]] &lt;br /&gt;
|[[Raccoon]]&lt;br /&gt;
| 1.0L  &lt;br /&gt;
| 74  &lt;br /&gt;
|Fr: [[CGL]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Not very dangerous, but the [[CGL]] is good loot.  Tends to charge into close range. &lt;br /&gt;
|-&lt;br /&gt;
|[[Bantam]] &lt;br /&gt;
|[[Marley]]&lt;br /&gt;
| 1.6L  &lt;br /&gt;
| 81  &lt;br /&gt;
|Fr: [[MMG]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|[[Chomper]] &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| &lt;br /&gt;
| Fr: [[RL]], [[MMG]], Ri: [[Light Rocket|LR]], Le: [[MML]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Beaster]] &lt;br /&gt;
|[[Box Van]]&lt;br /&gt;
| 4L  &lt;br /&gt;
| 174  &lt;br /&gt;
|Fr: [[Ram]],[[HMG]], Ri: [[GG]], Le: [[GG]], Re: [[GG]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Relatively weak armor. &lt;br /&gt;
|-&lt;br /&gt;
|[[Big Meanie]] &lt;br /&gt;
|[[Big Pickup]]&lt;br /&gt;
| 4L &lt;br /&gt;
| 214  &lt;br /&gt;
|Fr: [[HGG]], [[RL]], Le: [[GG]], Ri: [[GG]]    &lt;br /&gt;
|2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=56386 Info] &lt;br /&gt;
|Heavily armed big pickup with a 4L engine. &lt;br /&gt;
|-&lt;br /&gt;
|[[Biter]]  &lt;br /&gt;
|[[Phoenix]]  &lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 114  &lt;br /&gt;
|Fr: [[MMG]], [[MG]]  &lt;br /&gt;
| 1  &lt;br /&gt;
| &lt;br /&gt;
| Machine gun packed Phoenix.&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Gold]]&lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| ?&lt;br /&gt;
|Fr: [[RL]],[[RL]], Ri: [[MMG]], Le: [[MMG]]&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Rock]] &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 255  &lt;br /&gt;
|Fr: [[RL]], [[HMG]], Le: [[MG]], Ri: [[MG]], Re: [[MG]]   &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=56387 Info] &lt;br /&gt;
|Heavily armored machine, deadly at medium ranges. &lt;br /&gt;
|-&lt;br /&gt;
|[[Black Stone]] &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L V8  &lt;br /&gt;
| 275  &lt;br /&gt;
|Fr: [[RL]], [[HGG]], Le: [[GG]], Ri: [[GG]], Re: [[GG]]   &lt;br /&gt;
|2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=56388 Info] &lt;br /&gt;
|Hits harder than Black Rock, but poorer range.&lt;br /&gt;
|-&lt;br /&gt;
|[[Blitzer]] &lt;br /&gt;
|[[Chomper]] &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| 170  &lt;br /&gt;
|Fr: [[HMG]], [[RL]], Re: [[MG]]  &lt;br /&gt;
|2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2277 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Bullseye]]&lt;br /&gt;
|[[Bullet]] &lt;br /&gt;
| 4L &lt;br /&gt;
| 112  &lt;br /&gt;
|Fr: [[Car Rifle|CR]], Le: [[Medium Rocket|MR]], Ri: [[Medium Rocket|MR]], Re: [[HR]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Butterfly II]]&lt;br /&gt;
|[[Windsor II]] &lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 142  &lt;br /&gt;
|Fr: [[GG]]x2 &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| Good loot, easy kill when flanked. &lt;br /&gt;
|-&lt;br /&gt;
|[[Buzzcut]]&lt;br /&gt;
|[[Buzzer]]&lt;br /&gt;
| 4L&lt;br /&gt;
| N/A&lt;br /&gt;
| Fr: [[HGG]]x2, Le: [[GG]], Ri: [[GG]], Re: [[MG]]x2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Buzz This!]] &lt;br /&gt;
|[[Buzzer]] &lt;br /&gt;
| 3.2L   &lt;br /&gt;
| 354  &lt;br /&gt;
|Fr: [[ATG]], [[HMG]], Re: [[HMG]]x2&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8234 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Chaser]] &lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 4L  &lt;br /&gt;
| 104  &lt;br /&gt;
|Fr: [[MMG]]&lt;br /&gt;
| 3  &lt;br /&gt;
| &lt;br /&gt;
| Available as a Rental Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Chulainn]] &lt;br /&gt;
|[[Apache]]&lt;br /&gt;
| 4L &lt;br /&gt;
| ???&lt;br /&gt;
| Fr: [[HGG]], [[HGG]], Le: [[Something]], Ri: [[Another something]] &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58119 Info] &lt;br /&gt;
| Valuable loot if you can take the HGG's intact. &lt;br /&gt;
|-&lt;br /&gt;
|[[Crescendo]]  &lt;br /&gt;
|[[Symphony]] &lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 125  &lt;br /&gt;
|Fr: [[Flamethrower|FT]], [[RL]], Re: [[MML]]  &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58117 Info] &lt;br /&gt;
| An offroad-capable symph that can fire rockets ahead and behind, and closes in for the kill with a flamethrower. &lt;br /&gt;
|-&lt;br /&gt;
|[[Cutlass]] &lt;br /&gt;
|[[Buccaneer]]&lt;br /&gt;
| 4L  &lt;br /&gt;
| 169  &lt;br /&gt;
|Fr: [[Laser]], Re: [[MG]]  &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2282 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Da Vinci]]       &lt;br /&gt;
|[[Mercenary]] &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 119   &lt;br /&gt;
|Fr: [[PG]], [[MG]], Le: [[PS]], Ri: [[PS]]  &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58122 Info]   &lt;br /&gt;
| Paint-based attack vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Damocles]]       &lt;br /&gt;
|[[Apache]] &lt;br /&gt;
| ???     &lt;br /&gt;
| ???   &lt;br /&gt;
|Fr: 2x[[ATG]]  &lt;br /&gt;
| ?&lt;br /&gt;
|    &lt;br /&gt;
| New build?&lt;br /&gt;
|-&lt;br /&gt;
|[[Dervish]]        &lt;br /&gt;
|[[Voyager]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 122   &lt;br /&gt;
|Fr: [[HMG]], Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130460 Info] &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Flame]]   &lt;br /&gt;
|[[Phoenix]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 125   &lt;br /&gt;
|Fr: [[CR]], [[MG]], Re: [[MG]]&lt;br /&gt;
|  1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=4975 Info]  &lt;br /&gt;
| Single occupant.&lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Siren]]   &lt;br /&gt;
|[[Sonic]]     &lt;br /&gt;
| 1.2L     &lt;br /&gt;
| 108   &lt;br /&gt;
|Fr: [[HMG]]    &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=9895 Info]  &lt;br /&gt;
| Surprisingly heavy armor, prone to tumble &lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Striker]] &lt;br /&gt;
|[[Vampire]]   &lt;br /&gt;
| 4L       &lt;br /&gt;
| 93    &lt;br /&gt;
|Fr: [[HMG]]&lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2279 Info]   &lt;br /&gt;
| Available as a Rental Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Devastator]]     &lt;br /&gt;
|[[Apache]]    &lt;br /&gt;
| 4L       &lt;br /&gt;
| 283   &lt;br /&gt;
|Fr: [[CC]], [[HGG]], Le: [[MG]], Ri: [[MG]] &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58888 Info]  &lt;br /&gt;
|   &lt;br /&gt;
|-&lt;br /&gt;
|[[Discord]]        &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 266   &lt;br /&gt;
|Fr: [[ATG]], [[RL]], Le: [[MR]], Ri: [[MR]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130464 Info]  &lt;br /&gt;
|   &lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon`s Breath]]&lt;br /&gt;
|[[Buzzer]]&lt;br /&gt;
| 4L&lt;br /&gt;
| &lt;br /&gt;
| Fr: [[CC]]x2, Le: [[HR]], Ri: [[HR]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Duellist]]       &lt;br /&gt;
|[[Moose]]     &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 132   &lt;br /&gt;
|Fr: [[MMG]]x2, Le: [[MR]], Ri: [[MR]], Re: [[MR]]x2&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130457 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
{{NPCVehicleRow|name=[[Duet]]|chassis=[[Symphony]]|engine=2L|cr=?|weapons=Fr: 2x[[MG]]|occupants=1}}  &lt;br /&gt;
|- &lt;br /&gt;
|[[Eliminator]]     &lt;br /&gt;
|[[Voyager]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 111   &lt;br /&gt;
|Fr: [[MG]]x2, Re: [[MG]]&lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=9899 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Emergency Room]] &lt;br /&gt;
|[[Ambulance]] &lt;br /&gt;
| 5L       &lt;br /&gt;
| 368   &lt;br /&gt;
|Fr: [[ATG]], [[CR]], Le: [[CR]], Ri: [[CR]], Re: [[CR]]x2 &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8239 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Evan Bandit]]    &lt;br /&gt;
|[[Symphony]]  &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 147   &lt;br /&gt;
|Fr: [[HMG]], [[MML]], Le: [[GG]], Ri: [[GG]]&lt;br /&gt;
| 2&lt;br /&gt;
|[http://dark-wind.com/vehicle.php?id=58900 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Evan Enforcer]]  &lt;br /&gt;
|[[Symphony]]  &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 128   &lt;br /&gt;
|Fr: [[CR]]x2, Re: [[MG]]&lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2276 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Ferret]]         &lt;br /&gt;
|[[Voyager]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 114   &lt;br /&gt;
|Fr: [[CR]], [[MMG]]    &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130458 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang]]      &lt;br /&gt;
|[[Flash]]     &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 74    &lt;br /&gt;
| Fr: [[CR]], Re: [[MR]], [[HR]]   &lt;br /&gt;
| 1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=70753 Info] &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Freelance]]      &lt;br /&gt;
|[[Mercenary]]    &lt;br /&gt;
| 2.0L      &lt;br /&gt;
| 92    &lt;br /&gt;
| Fr: [[HMG]]x2&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Gallowglass]]&lt;br /&gt;
|[[Apache]]  &lt;br /&gt;
| 4L  &lt;br /&gt;
| 221  &lt;br /&gt;
| Fr: [[Heavy Machine Gun|HMG]]x2, Le: [[Heavy Rocket|HR]], Ri: [[Heavy Rocket|HR]], Re: [[Heavy Rocket|HR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=126286 Info] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Garbageman]]&lt;br /&gt;
|[[Trash Truck]]  &lt;br /&gt;
| 8L  &lt;br /&gt;
| 375  &lt;br /&gt;
| Fr: [[Rocket Launcher|RL]]&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Gladiator]]  &lt;br /&gt;
|[[Chomper]]  &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| 190  &lt;br /&gt;
| Fr: [[Heavy Machine Gun|HMG]], [[ReRam]], Re: [[MG]], Le: [[MR]], Ri: [[MR]]&lt;br /&gt;
|  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58905 Info] &lt;br /&gt;
| A power chomper with ram and big guns.  Use caution. &lt;br /&gt;
|-&lt;br /&gt;
|[[Gunboat]]  &lt;br /&gt;
|[[Two-Axle Lorry]]  &lt;br /&gt;
| 8L  &lt;br /&gt;
| 496  &lt;br /&gt;
| Fr: [[RL]]x2, Le: [[CC]]x2, Ri: [[CC]]x2, Re: [[HMG]]x2  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58906 Info] &lt;br /&gt;
| Twin Car Cannons on each side are extremely dangerous. &lt;br /&gt;
|-&lt;br /&gt;
|[[Harpy]]  &lt;br /&gt;
|[[Sonic]]  &lt;br /&gt;
| 1.0L&lt;br /&gt;
| 102&lt;br /&gt;
| Fr: [[Rocket Launcher|RL]] &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198270 Info]&lt;br /&gt;
|Rocket Launchers are never good, but constant hits can keep this guy off-target. &lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Stroke]] &lt;br /&gt;
|[[Fire Engine]] &lt;br /&gt;
| 9.4L&lt;br /&gt;
| 447&lt;br /&gt;
| Fr: [[TG]], [[HMG]], Le: [[HF]], Ri: [[HF]], Re: [[RL]]x2&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8240 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hellfire]]  &lt;br /&gt;
|[[Hearse]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 234 &lt;br /&gt;
| Fr: [[CR]], [[ATG]], Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5043 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hornet]] &lt;br /&gt;
|[[Offroad Buggy]]&lt;br /&gt;
| 1.0L&lt;br /&gt;
| 44&lt;br /&gt;
| Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=747 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[RL]], Le: [[FT]], Ri: [[FT]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=81 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot II]]&lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 122&lt;br /&gt;
| Fr: [[Rocket Launcher|RL]], Le: [[Flamethrower|FT]], Ri: [[Flamethrower|FT]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198250 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Kern]]&lt;br /&gt;
|[[Windsor II]] &lt;br /&gt;
| 3.2L&lt;br /&gt;
| 149&lt;br /&gt;
| Fr: [[Heavy Machine Gun|HMG]], [[Machine Gun|MG]], Le: [[Medium Rocket|MR]], Ri: [[Medium Rocket|MR]] &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=126285 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Killer Wasp]] &lt;br /&gt;
|[[Flash]] &lt;br /&gt;
| 2.0L&lt;br /&gt;
| 64&lt;br /&gt;
| Fr: [[Micromissile Launcher|MML]]x2&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139294 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[King Silage]] &lt;br /&gt;
|[[Wurzel]] &lt;br /&gt;
| 4.0L&lt;br /&gt;
| 155&lt;br /&gt;
| Fr: [[CGL]], [[PG]], Le: [[HR]], Ri: [[HR]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Slow, but super strong armor and climbs hills/dunes easily.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lancer]]  &lt;br /&gt;
|[[Chevalier]] &lt;br /&gt;
| 2.0L &lt;br /&gt;
| 137  &lt;br /&gt;
| Fr: [[Car Rifle|CR]], [[Rocket Launcher|RL]], Le: [[Medium Rocket|MR]], Ri: [[Medium Rocket|MR]], Re: [[Light Rocket|LR]] &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130463 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Longshot]]  &lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 3.2L &lt;br /&gt;
| 118  &lt;br /&gt;
| Fr: [[Medium Machine Gun|MMG]]x2 &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=27017 Info]&lt;br /&gt;
| One of the more dangerous Phoenix builds.  Try not to hit it head on.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mantis]]&lt;br /&gt;
|[[Sunrise]] &lt;br /&gt;
| 4L &lt;br /&gt;
| 124&lt;br /&gt;
|Fr: [[MML]]x2, Le:[[LR]], Ri:[[LR]]&lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2281 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[McFlyer]] &lt;br /&gt;
|[[McFly]]&lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 137&lt;br /&gt;
|Fr: [[HGG]], [[GG]], Le: [[LR]], Ri: [[MR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=116425 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mongoose]] &lt;br /&gt;
|[[Voyager]]&lt;br /&gt;
| 3.2L &lt;br /&gt;
| 116&lt;br /&gt;
|Fr: [[RL]], [[GG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130459 Info]  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Bomber]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 142&lt;br /&gt;
| Fr: [[CGL]], [[PG]], Le: [[GG]], Ri: [[GG]]&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Maelstrom]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 136 &lt;br /&gt;
| Fr: [[CGL]]x2, Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139301 Info] &lt;br /&gt;
| AI can be very accurate with CGLs.  Try not to sit still in range for too long. &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Marauder]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 160&lt;br /&gt;
|Fr: [[RL]]x2, Le: [[MG]], Ri: [[MG]]  &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2280 Info] &lt;br /&gt;
| The most threatening pickup. Becomes more dangerous when demoed. Kill it! Also a Rental Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Masher]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 136&lt;br /&gt;
|Fr: [[MML]]x2, Le: [[MG]], Ri: [[MG]]  &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2280 Info] &lt;br /&gt;
| A less lethal version of the Mutant Marauder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Mauler]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 148&lt;br /&gt;
| Fr: [[CGL]], [[RL]], Le: [[MG]], Ri: [[MG]] &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139300 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Merc]] &lt;br /&gt;
|[[Mercenary]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 165&lt;br /&gt;
| Fr: [[ATG]], [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8233 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Mulcher]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 3.2L &lt;br /&gt;
| 148&lt;br /&gt;
| Fr: [[ReRam]], [[PS]], Le: [[GG]], Ri: [[GG]] &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58913 Info] &lt;br /&gt;
| Not much threat if you can avoid the initial ram.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Rancher]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 143&lt;br /&gt;
| Fr: [[VSG]], [[Car Rifle|CR]], Le: [[MML]], Ri: [[MML]] &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58920 Info]&lt;br /&gt;
| The least threatening of the Mutant pickups. &lt;br /&gt;
|-&lt;br /&gt;
|[[Nailgun]] &lt;br /&gt;
|[[Cadrona]]&lt;br /&gt;
| 1.0L&lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[CR]] &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=91205 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Overture]]&lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 132&lt;br /&gt;
| Fr: [[HR]], [[RL]], Le: [[HR]], Ri: [[HR]], Re: [[HR]]x2&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id= Info] &lt;br /&gt;
| HRs are inaccurate at range but deadly close up.  Keep away!&lt;br /&gt;
|-&lt;br /&gt;
|[[Pegasus]]&lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 3.2L V8  &lt;br /&gt;
| 131&lt;br /&gt;
| Fr: [[Car Rifle|CR]], [[RL]] &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139292 Info]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Poltergeist]] &lt;br /&gt;
|[[Spirit]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 153&lt;br /&gt;
| Fr: [[HMG]], [[RL]], Re: [[MG]]x2   &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8236 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Pulveriser]] &lt;br /&gt;
|[[Apache]]&lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 208&lt;br /&gt;
| Fr: [[ReRam]], [[HF]], Le: [[HR]], Ri: [[HR]] &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58119 Info] &lt;br /&gt;
| Keep this dangerous vehicle at a distance. &lt;br /&gt;
|-&lt;br /&gt;
|[[Punisher]] &lt;br /&gt;
|[[Apache]]&lt;br /&gt;
| 4L &lt;br /&gt;
| 228&lt;br /&gt;
| Fr: [[Car Rifle|CR]]x2, Re: RL&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5045 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Purple Haze]]  &lt;br /&gt;
|[[Motorhome]]&lt;br /&gt;
| 5L  &lt;br /&gt;
|   &lt;br /&gt;
|Fr: [[ATG]],[[Ram]], Le: [[Medium Rocket|MR]], [[Flamethrower|FT]], Ri: [[Medium Rocket|MR]], [[Flamethrower|FT]], Re: [[HMG]]&lt;br /&gt;
|   &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Quick Draw]]  &lt;br /&gt;
|[[Big Pickup]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
|   &lt;br /&gt;
| Fr: [[Car Cannon|CC]], [[Paint Gun|PG]], Le: [[Heavy Rocket|HR]], Ri: [[Heavy Rocket|HR]]&lt;br /&gt;
|   &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Radon Rancher]] &lt;br /&gt;
|[[Bullet]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| 205&lt;br /&gt;
| Fr: [[Heavy Laser]], [[Spikes]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5041 Info] &lt;br /&gt;
| Paydirt.  May no longer exist in the wild.&lt;br /&gt;
|-&lt;br /&gt;
|[[Razorback]]&lt;br /&gt;
|[[Spirit]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 141 &lt;br /&gt;
| Fr: [[HGG]], [[MG]], Le: [[HR]], Ri: [[HR]], Re: [[Medium Rocket|MR]]x2&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=24353 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Rocky]]&lt;br /&gt;
|[[Raccoon]]&lt;br /&gt;
| 1.0L &lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[MMG]], Le: [[MR]], Ri: [[MR]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=91212 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Scorpion]] &lt;br /&gt;
|[[Sunrise]] &lt;br /&gt;
| 2.0L&lt;br /&gt;
| 124&lt;br /&gt;
| Fr: [[RL]]x2, Le: [[LR]], Ri: [[LR]] &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2281 Info] &lt;br /&gt;
| Dangerous but underpowered and underarmored. &lt;br /&gt;
|-&lt;br /&gt;
|[[Sir Rocket]] &lt;br /&gt;
|[[Chevalier]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 120&lt;br /&gt;
| Fr: [[RL]]x2, Re: [[LR]], Le: [[LR]] &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58903 Info]&lt;br /&gt;
| Dangerous but easy to kill. &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[Squire]]  &lt;br /&gt;
|[[Chevalier]]  &lt;br /&gt;
| 2.0L &lt;br /&gt;
| 126  &lt;br /&gt;
| Fr: [[MML]]x2, Le: [[MG]], Ri: [[MG]] &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198271 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Stingray]] &lt;br /&gt;
|[[Moray]]&lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 115&lt;br /&gt;
| Fr: [[RL]], [[MML]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=70752 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Texan Rattler]] &lt;br /&gt;
|[[Vampire]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 100&lt;br /&gt;
| Fr: [[MML]]x2&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Texan Strongarm]] &lt;br /&gt;
|[[Carrier Van]]  &lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 178 &lt;br /&gt;
| Fr: [[CC]], [[HMG]], Re: [[HMG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5042 Info]&lt;br /&gt;
| Easy to kill, and good loot - just keep away from the front.&lt;br /&gt;
|-&lt;br /&gt;
|[[Thresher]] &lt;br /&gt;
|[[Flail]]  &lt;br /&gt;
| ??? &lt;br /&gt;
| ??? &lt;br /&gt;
| Fr: [[Laser]]x2, Le: [[MR]], Ri: [[MR]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Trebuchet]]&lt;br /&gt;
|[[Apache]]  &lt;br /&gt;
| 4L  &lt;br /&gt;
| 224&lt;br /&gt;
| Fr: [[HMG]], [[CGL]], Le: [[Light Rocket|LR]], Ri: [[Medium Rocket|MR]], Re: [[RL]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139299 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Wardance]] &lt;br /&gt;
|[[Buccaneer]] &lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 115&lt;br /&gt;
| Fr: [[RL]], [[MML]]&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139297 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Wild Hunter]] &lt;br /&gt;
|[[Pike]] &lt;br /&gt;
| 4L&lt;br /&gt;
| 132&lt;br /&gt;
| Fr: [[HCR]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=70761 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wilderness Trader Vehicles==&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Vehicle !! [[Chassis]] !! [[Engine]] !! [[CR|Combat Rating]] !! class=&amp;quot;unsortable&amp;quot; | [[Weapons]] !! class=&amp;quot;unsortable&amp;quot; | Occupants !! class=&amp;quot;unsortable&amp;quot; | Info !! class=&amp;quot;unsortable&amp;quot; | Comments &lt;br /&gt;
|-&lt;br /&gt;
|[[Arbalest]]&lt;br /&gt;
|[[Box Van]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| 182&lt;br /&gt;
|Fr: [[Ram]], Ri: [[PS]], Le: [[PS]], Re: [[Mounted Mortar|MM]], [[HGG]]&lt;br /&gt;
| ?&lt;br /&gt;
| [http://www.dark-wind.com/vehicle.php?id=198256 Info]&lt;br /&gt;
| Relatively weak armor. Some dangerous rear weapons that make for good loot. Trader Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cacophony]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 112  &lt;br /&gt;
|Re: [[FOJ]], [[Car Rifle|CR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=? Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Estate Trader]]      &lt;br /&gt;
|[[Estate]]     &lt;br /&gt;
| 1.8L       &lt;br /&gt;
| 116    &lt;br /&gt;
| Fr: [[MMG]], Re: [[RL]]x2   &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=181406 Info] &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Runner]]&lt;br /&gt;
|[[Mercenary]]&lt;br /&gt;
| 1.6L&lt;br /&gt;
| &lt;br /&gt;
| Re: [[CGL]], [[HMG]] Ri: [[MG]], ?: [[MG]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Southern Trader]] &lt;br /&gt;
|[[Two-Axle Lorry]] &lt;br /&gt;
| 8L &lt;br /&gt;
| 276&lt;br /&gt;
| Fr: [[HMG]], [[MR]], Ri: [[HMG]], Le: [[HMG]], Re: [[CR]], [[ATG]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| It's not much different from the Trader lorry, but with more armor and heavier guns&lt;br /&gt;
|-&lt;br /&gt;
|[[Trader Lorry]]&lt;br /&gt;
|[[Two-Axle Lorry]]  &lt;br /&gt;
| 8L&lt;br /&gt;
| 117&lt;br /&gt;
| Fr: [[MG]], Le: [[MG]], Ri: [[MG]], Re: [[HMG]], [[CGL]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Trader Pickup]]&lt;br /&gt;
|[[Pickup]]  &lt;br /&gt;
| 2.0L&lt;br /&gt;
| 100&lt;br /&gt;
| Fr: [[RL]], Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Trade Runner]]&lt;br /&gt;
|[[Phoenix]]  &lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 131&lt;br /&gt;
| Re: [[HMG]]x2&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=32208 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Trader Van]]&lt;br /&gt;
|[[Carrier Van]]  &lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 70&lt;br /&gt;
| Fr: [[MG]], Re: [[MG]], [[MD]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=884 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== In-Town Event Vehicles ==&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Vehicle !! [[Chassis]] !! [[Engine]] !! [[CR|Combat Rating]] !! class=&amp;quot;unsortable&amp;quot; | [[Weapons]] !! class=&amp;quot;unsortable&amp;quot; | Occupants !! class=&amp;quot;unsortable&amp;quot; | Info !! class=&amp;quot;unsortable&amp;quot; | Comments &lt;br /&gt;
|-&lt;br /&gt;
|[[Asp]] &lt;br /&gt;
|[[Vampire]]&lt;br /&gt;
| 5L V8  &lt;br /&gt;
| 50  &lt;br /&gt;
|Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=82 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Asp II]] &lt;br /&gt;
|[[Vampire]]&lt;br /&gt;
| 4L&lt;br /&gt;
| 43  &lt;br /&gt;
|Fr: [[MG]], Re: [[OJ]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=83 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]  &lt;br /&gt;
|[[Symphony]] &lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 53   &lt;br /&gt;
|Fr: [[MG]], Re: [[MG]]  &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=739 Info] &lt;br /&gt;
| Very lightly armored  &lt;br /&gt;
|-&lt;br /&gt;
|[[Boxer]]&lt;br /&gt;
|[[Box Van]]&lt;br /&gt;
| 4L  &lt;br /&gt;
| 146  &lt;br /&gt;
|Fr: [[MG]]x2, Re: [[CC]], [[FOJ]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8238 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Constrictor]] &lt;br /&gt;
|[[Vampire]] &lt;br /&gt;
| 4L  &lt;br /&gt;
| 85  &lt;br /&gt;
|Fr: [[Car Rifle|CR]], [[Spikes]], Le: [[Light Rocket|LR]], Re: [[Light Rocket|LR]]&lt;br /&gt;
|1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=738 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Cruncher]] &lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 52   &lt;br /&gt;
|Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=746 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Da Vinci]]       &lt;br /&gt;
|[[Mercenary]] &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 119   &lt;br /&gt;
|Fr: [[PG]], [[MG]], Le: [[PS]], Ri: [[PS]]  &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58122 Info]   &lt;br /&gt;
| Paint-based attack vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Da Vinci II]]    &lt;br /&gt;
|[[Mercenary]] &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 93    &lt;br /&gt;
|Fr: [[PG]], [[MG]], Le: [[PS]], Re: [[PS]]  &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58123 Info]   &lt;br /&gt;
| Paint-based attack vehicle.&lt;br /&gt;
|- &lt;br /&gt;
|[[Death Cadrona]]  &lt;br /&gt;
|[[Cadrona]]   &lt;br /&gt;
| 1.6L     &lt;br /&gt;
| 63    &lt;br /&gt;
|Fr: [[MMG]]                   &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=10252 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Death Symphony]] &lt;br /&gt;
|[[Symphony]]  &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 103   &lt;br /&gt;
|Fr: [[Car Rifle|CR]], Le: [[MG]], Re: [[HMG]]    &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=734 Info]  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathflash]]     &lt;br /&gt;
|[[Flash]]     &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 60    &lt;br /&gt;
|Fr: [[MG]], Re: [[MD]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8237 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathmarley]]    &lt;br /&gt;
|[[Marley]]    &lt;br /&gt;
| 1.6L     &lt;br /&gt;
| 42    &lt;br /&gt;
|Fr: [[MG]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=745  Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathmarley II]] &lt;br /&gt;
|[[Marley]]    &lt;br /&gt;
| 1.6L     &lt;br /&gt;
| 50    &lt;br /&gt;
|Fr: [[MG]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=1163 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathmarley III]]&lt;br /&gt;
|[[Marley]]    &lt;br /&gt;
| 1.0L       &lt;br /&gt;
| 57    &lt;br /&gt;
|Fr: [[MG]], Re: [[MG]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=1164 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Stalker]] &lt;br /&gt;
|[[Chomper]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 118   &lt;br /&gt;
|Fr: [[HMG]], Re: [[MG]]&lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=48  Info]  &lt;br /&gt;
| Exposed engine and thin armor - easy kill.&lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Tank]]    &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 183   &lt;br /&gt;
|Fr: [[ATG]], Le: [[MG]], Re: [[HMG]] &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=733 Info]   &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Flame Runner]]   &lt;br /&gt;
|[[Roadrunner]]&lt;br /&gt;
| 3.2L V8  &lt;br /&gt;
| 68    &lt;br /&gt;
|Le: [[FT]], Re: [[FT]]  &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=12755 Info]   &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[RL]], Le: [[FT]], Ri: [[FT]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=81 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot II]]&lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 122&lt;br /&gt;
| Fr: [[Rocket Launcher|RL]], Le: [[Flamethrower|FT]], Ri: [[Flamethrower|FT]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198250 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Killer Bee]]  &lt;br /&gt;
|[[Offroad Buggy]] &lt;br /&gt;
| 0.6L &lt;br /&gt;
| 64 &lt;br /&gt;
| Fr:[[Gatling Gun|GG]], [[Heavy Rocket|HR]] &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58912 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Macho Van]] &lt;br /&gt;
|[[Carrier Van]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 107&lt;br /&gt;
|Fr: [[HMG]] / [[Spikes]], Le: [[FT]], Ri: [[FT]], Re: [[HMG]] / [[MD]]&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| Death Race Vehicle. A real death-trap. This thing explodes when scratched.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mini Stomper]] &lt;br /&gt;
|[[Dustup]]&lt;br /&gt;
| 1.6L&lt;br /&gt;
| 58&lt;br /&gt;
|Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8232 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Pitbull]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 79&lt;br /&gt;
| Fr: [[HMG]], [[Spikes]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=80 Info] &lt;br /&gt;
| Lightly armored Race vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Porcupine]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 67&lt;br /&gt;
| Fr: [[MG]], Re: [[SD]], [[MD]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=37 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Racing Alpha]]  &lt;br /&gt;
|[[Alpha]]  &lt;br /&gt;
| 1.2L &lt;br /&gt;
| 32  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=79 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Racing Chevalier]]  &lt;br /&gt;
|[[Chevalier]]  &lt;br /&gt;
| 3.2L &lt;br /&gt;
| 32  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=7421 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Racing Moose]]  &lt;br /&gt;
|[[Moose]]  &lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 32  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=7420 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Rising Sun]]&lt;br /&gt;
|[[Sunrise]]&lt;br /&gt;
| 4L&lt;br /&gt;
| 124&lt;br /&gt;
| Fr: [[Laser]], Re: [[Smokescreen|SS]], Le: [[MiniR]], Ri: [[MiniR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=86 Info] &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Rocketsonic]]&lt;br /&gt;
|[[Sonic]]&lt;br /&gt;
| 1L&lt;br /&gt;
| 73&lt;br /&gt;
| Fr: [[LR]], [[MiniR]], Re: [[RB]]&lt;br /&gt;
| 1&lt;br /&gt;
|  &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Solar Flare]]  &lt;br /&gt;
|[[Sunrise]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 74  &lt;br /&gt;
| Front: [[RL]], [[MML]]  &lt;br /&gt;
| 1  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=91211 Info] &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Sporty Van]]  &lt;br /&gt;
|[[Carrier Van]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 42  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=30 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Stinger]] &lt;br /&gt;
|[[Offroad Buggy]]&lt;br /&gt;
| 0.6L&lt;br /&gt;
| 46&lt;br /&gt;
| Fr: [[MG]], Re: [[LR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=735 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Sunbeam]]  &lt;br /&gt;
|[[Sunrise]]  &lt;br /&gt;
| 3.2L &lt;br /&gt;
| 32  &lt;br /&gt;
| &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=740 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Sunburn]]&lt;br /&gt;
|[[Sunrise]]&lt;br /&gt;
| 5L V8&lt;br /&gt;
| 93&lt;br /&gt;
| Fr: [[HR]], [[Spikes]], Re: [[RB]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=10251 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Terrier]]&lt;br /&gt;
|[[Alpha]]&lt;br /&gt;
| 1.2L&lt;br /&gt;
| 78&lt;br /&gt;
| Fr: [[HMG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=54 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[TurboLandrunner]]  &lt;br /&gt;
|[[Landrunner]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 99  &lt;br /&gt;
|&lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=12 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Voyager1]]  &lt;br /&gt;
|[[Voyager]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 30  &lt;br /&gt;
| &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=7422 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Vulcan]] &lt;br /&gt;
|[[Windsor]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| 123&lt;br /&gt;
| Fr: [[HCR]], Re: [[GG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=10254 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Yorkie]] &lt;br /&gt;
|[[Alpha]]&lt;br /&gt;
| 1.0L&lt;br /&gt;
| 55&lt;br /&gt;
| Fr: [[MML]], Re: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=88 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category: NPC Vehicles]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Missions&amp;diff=2462</id>
		<title>Missions</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Missions&amp;diff=2462"/>
		<updated>2011-02-22T15:19:38Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Roleplaying Missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While much of Darkwind's gameplay is focused on wilderness combat (scouting), and in-town events (races, deathraces, and arena combats), it is possible to improve your gang's skills, fame, reputation, and bottom line by running missions.&lt;br /&gt;
&lt;br /&gt;
Missions are available in the taverns of each town (Dexter's in Somerset), and can be browsed by selecting the **Check the Noticeboard** link in the tavern navigation menu.&lt;br /&gt;
&lt;br /&gt;
Non-subscribers cannot travel to other places, so they can not complete any missions.  Accepting missions before you subscribe will only hurt your reputation when you fail to complete them.&lt;br /&gt;
&lt;br /&gt;
You may have a maximum of 15 active missions at any one time.&lt;br /&gt;
&lt;br /&gt;
== Mission Success ==&lt;br /&gt;
Each mission will have a delivery date associated with it.  This is the day and time you must have the mission cargo, or taxi passengers, or whatever, at the destination.&lt;br /&gt;
&lt;br /&gt;
It is important to note that your arrival time at the destination must be on or before the delivery date.  If you process the last event of your travel before the scheduled arrival time, you will arrive at your destination at that scheduled arrival time.  &lt;br /&gt;
&lt;br /&gt;
However, if you process the last event after the scheduled arrival time, you will arrive at your destination at the time (server, of course) you processed the last event.  If this time is **after** the delivery date, you will fail the mission.&lt;br /&gt;
&lt;br /&gt;
== Mission Failure ==&lt;br /&gt;
If you fail too many ''standard'' missions, i.e. not the role-playing missions, you will be prevented from taking any new missions until your ''Failure Rate'' has gone down.&lt;br /&gt;
&lt;br /&gt;
Currently you are allowed to fail&lt;br /&gt;
* A max of 8 missions in a month, or&lt;br /&gt;
* No more than 1/3 of your attempted missions if you have failed more than 3, but less than 9&lt;br /&gt;
&lt;br /&gt;
== Mission Types ==&lt;br /&gt;
There are four basic types of missions:&lt;br /&gt;
&lt;br /&gt;
* Taxi -- take passengers in your vehicles to their destination&lt;br /&gt;
* Courier -- take packages in your vehicles to their destination&lt;br /&gt;
* Escort -- Escort NPC vehicles with your vehicles to their destination&lt;br /&gt;
* Assassination -- kill the leader of a named NPC gang &lt;br /&gt;
&lt;br /&gt;
There is also a special category of scripted &amp;quot;Roleplaying Missions&amp;quot; that come with an additional back story and span multiple stages and can have a totally different criterias for completion.&lt;br /&gt;
&lt;br /&gt;
=== Taxi ===&lt;br /&gt;
The ''Taxi'' mission is one of the easier mission types as the clients will occupy a seat in your vehicle, and be under your control during any encounters, so you can assign them to weapons and order them to fire, or take over driving, or whatever.&lt;br /&gt;
&lt;br /&gt;
=== Courier ===&lt;br /&gt;
Another easy mission type, although a bit more difficult than the ''Taxi'' because many times the bulk requirements are beyond a ''standard'' vehicle, and will require a dedicated cargo vehicle like a Two-Axle Lorry, Box Van, or Carrier Van.&lt;br /&gt;
&lt;br /&gt;
There are three types of Courier missions:&lt;br /&gt;
* Mail - these are generally large (&amp;gt; 100 bulk) missions and will require a dedicated cargo vehicle&lt;br /&gt;
* Private Documents - these are usually smaller (&amp;lt; 100 bulk) missions&lt;br /&gt;
* Drugs - these are also smaller (&amp;lt; 100 bulk) missions&lt;br /&gt;
&lt;br /&gt;
Courier missions can now be found by selecting the '''Advertise for Courier Mission''' option in a town's tavern. After setting a few options for desired bulk and destinations, you are presented with available missions meeting the criteria.  Optionally, the day laborers hanging around the tavern will load the mission package in the vehicle of your choice.&lt;br /&gt;
&lt;br /&gt;
Some courier packages will generate increased attention from pirates, due to their high value for example, so be prepared for additional encounters while carrying out the mission.&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
!colspan = &amp;quot;2&amp;quot;|  Courier Packages&lt;br /&gt;
|-&lt;br /&gt;
!  Type  !!  Pounds Per Bulk&lt;br /&gt;
|-&lt;br /&gt;
|Mail&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  2&lt;br /&gt;
|-&lt;br /&gt;
|Narcotics&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  4&lt;br /&gt;
|-&lt;br /&gt;
|Medicines&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  4&lt;br /&gt;
|-&lt;br /&gt;
|Spices&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  4&lt;br /&gt;
|-&lt;br /&gt;
|Sugar&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  ?&lt;br /&gt;
|-&lt;br /&gt;
|Documents&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  2&lt;br /&gt;
|-&lt;br /&gt;
|Salted Meat&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Escort ===&lt;br /&gt;
Far and away the most difficult mission type, these should be accepted very cautiously.  These missions involve traveling to the destination while you control your vehicles, and '''the NPCs control their vehicles'''.  In other words, you will have no control over the NPC vehicles' speed, direction, tactics, etc. should you have an encounter while traveling.  This makes getting all the NPC vehicles to the destination a very tricky affair.&lt;br /&gt;
&lt;br /&gt;
Usually, the mission payoff is based on the number of vehicles that arrive safely, so you may get paid even if you lose an NPC vehicle (or two), but the reduced payoff could mean you take a loss for the mission.&lt;br /&gt;
&lt;br /&gt;
In order to launch an escort mission you must use the older, less easy way of launching a travel.  It is fully explained on the [[Travel#Old, Less Easy Method|Travel]] page.&lt;br /&gt;
&lt;br /&gt;
=== Assassination ===&lt;br /&gt;
On the surface, a very simple case of finding the gang in question, and killing the leader.  Sometimes, not so simple, however, as the leader will not be in every event the target gang participates in, so locating the leader could be tricky.  Failing an assassination mission '''decreases''' your gang's fame but not its reputation, and you will have a bounty put on ''your'' head as well.&lt;br /&gt;
Successful completion of the mission '''reduces''' your gang's reputation and, ''may'' '''increase''' its fame depending on how chatty your client is.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' You must be the '''squad owner''' in the combat where the target is killed for the mission's completion to trigger.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Missions ==&lt;br /&gt;
Only one person will be allowed to start a certain roleplaying mission per every few days.&lt;br /&gt;
&lt;br /&gt;
There are 3 original roleplaying missions:&lt;br /&gt;
&lt;br /&gt;
[[Racing For The Mob]] - Available from Dexters Tavern in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[Angel of Mercy]] - Available from the Somerset Hospital.&lt;br /&gt;
&lt;br /&gt;
[[Arizona's Antique]] - Available from Arizona's Autoparts in Elmsfield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Player created missions have been added, so there are several more available.  Here are some:&lt;br /&gt;
&lt;br /&gt;
[[Heart in the Right Place]] - Available from the Somerset Hospital.&lt;br /&gt;
&lt;br /&gt;
[[Fresh Cadavers]] - Available from the Somerset Hospital.&lt;br /&gt;
&lt;br /&gt;
[[Baby Steps]] - Available from Jake's in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[Where`d My Rifles Go?!]] - Available from the Training Center in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[A favour for Rez.]] - Available From Devil Dan's in Sarsfield.&lt;br /&gt;
&lt;br /&gt;
[[A Bad Hangover]] - Available from Dexters Tavern in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[Fertilizer Follies]] - Available from Dexters Tavern in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[Snake in the Shadows]] - Available from The Tombstone Tavern in Texan.&lt;br /&gt;
&lt;br /&gt;
Many of these, as part of the reward for completion offer a skill increase to characters.  This is not entirely within the players control of who gets the increase.  The increase in the reward stat goes to the character that already has the highest level in your gang, in the town the quest is completed in.  For example, a mission that ends in Somerset and has a scouting skill reward will give your highest level scout *in Somerset* the extra training.  It might not be the ganger you actually used to run the mission.  This reward can push the skill cap (at least for that skill) beyond the characters original cap.  In this example, my scout in Somerset got a 10 point bonus to raise his scout skill to 109, even though he had capped at 99.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Missions]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Missions&amp;diff=2448</id>
		<title>Missions</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Missions&amp;diff=2448"/>
		<updated>2011-02-19T17:06:36Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Roleplaying Missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While much of Darkwind's gameplay is focused on wilderness combat (scouting), and in-town events (races, deathraces, and arena combats), it is possible to improve your gang's skills, fame, reputation, and bottom line by running missions.&lt;br /&gt;
&lt;br /&gt;
Missions are available in the taverns of each town (Dexter's in Somerset), and can be browsed by selecting the **Check the Noticeboard** link in the tavern navigation menu.&lt;br /&gt;
&lt;br /&gt;
Non-subscribers cannot travel to other places, so they can not complete any missions.  Accepting missions before you subscribe will only hurt your reputation when you fail to complete them.&lt;br /&gt;
&lt;br /&gt;
You may have a maximum of 15 active missions at any one time.&lt;br /&gt;
&lt;br /&gt;
== Mission Success ==&lt;br /&gt;
Each mission will have a delivery date associated with it.  This is the day and time you must have the mission cargo, or taxi passengers, or whatever, at the destination.&lt;br /&gt;
&lt;br /&gt;
It is important to note that your arrival time at the destination must be on or before the delivery date.  If you process the last event of your travel before the scheduled arrival time, you will arrive at your destination at that scheduled arrival time.  &lt;br /&gt;
&lt;br /&gt;
However, if you process the last event after the scheduled arrival time, you will arrive at your destination at the time (server, of course) you processed the last event.  If this time is **after** the delivery date, you will fail the mission.&lt;br /&gt;
&lt;br /&gt;
== Mission Failure ==&lt;br /&gt;
If you fail too many ''standard'' missions, i.e. not the role-playing missions, you will be prevented from taking any new missions until your ''Failure Rate'' has gone down.&lt;br /&gt;
&lt;br /&gt;
Currently you are allowed to fail&lt;br /&gt;
* A max of 8 missions in a month, or&lt;br /&gt;
* No more than 1/3 of your attempted missions if you have failed more than 3, but less than 9&lt;br /&gt;
&lt;br /&gt;
== Mission Types ==&lt;br /&gt;
There are four basic types of missions:&lt;br /&gt;
&lt;br /&gt;
* Taxi -- take passengers in your vehicles to their destination&lt;br /&gt;
* Courier -- take packages in your vehicles to their destination&lt;br /&gt;
* Escort -- Escort NPC vehicles with your vehicles to their destination&lt;br /&gt;
* Assassination -- kill the leader of a named NPC gang &lt;br /&gt;
&lt;br /&gt;
There is also a special category of scripted &amp;quot;Roleplaying Missions&amp;quot; that come with an additional back story and span multiple stages and can have a totally different criterias for completion.&lt;br /&gt;
&lt;br /&gt;
=== Taxi ===&lt;br /&gt;
The ''Taxi'' mission is one of the easier mission types as the clients will occupy a seat in your vehicle, and be under your control during any encounters, so you can assign them to weapons and order them to fire, or take over driving, or whatever.&lt;br /&gt;
&lt;br /&gt;
=== Courier ===&lt;br /&gt;
Another easy mission type, although a bit more difficult than the ''Taxi'' because many times the bulk requirements are beyond a ''standard'' vehicle, and will require a dedicated cargo vehicle like a Two-Axle Lorry, Box Van, or Carrier Van.&lt;br /&gt;
&lt;br /&gt;
There are three types of Courier missions:&lt;br /&gt;
* Mail - these are generally large (&amp;gt; 100 bulk) missions and will require a dedicated cargo vehicle&lt;br /&gt;
* Private Documents - these are usually smaller (&amp;lt; 100 bulk) missions&lt;br /&gt;
* Drugs - these are also smaller (&amp;lt; 100 bulk) missions&lt;br /&gt;
&lt;br /&gt;
Courier missions can now be found by selecting the '''Advertise for Courier Mission''' option in a town's tavern. After setting a few options for desired bulk and destinations, you are presented with available missions meeting the criteria.  Optionally, the day laborers hanging around the tavern will load the mission package in the vehicle of your choice.&lt;br /&gt;
&lt;br /&gt;
Some courier packages will generate increased attention from pirates, due to their high value for example, so be prepared for additional encounters while carrying out the mission.&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
!colspan = &amp;quot;2&amp;quot;|  Courier Packages&lt;br /&gt;
|-&lt;br /&gt;
!  Type  !!  Pounds Per Bulk&lt;br /&gt;
|-&lt;br /&gt;
|Mail&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  2&lt;br /&gt;
|-&lt;br /&gt;
|Narcotics&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  4&lt;br /&gt;
|-&lt;br /&gt;
|Medicines&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  4&lt;br /&gt;
|-&lt;br /&gt;
|Spices&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  4&lt;br /&gt;
|-&lt;br /&gt;
|Sugar&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  ?&lt;br /&gt;
|-&lt;br /&gt;
|Documents&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  2&lt;br /&gt;
|-&lt;br /&gt;
|Salted Meat&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Escort ===&lt;br /&gt;
Far and away the most difficult mission type, these should be accepted very cautiously.  These missions involve traveling to the destination while you control your vehicles, and '''the NPCs control their vehicles'''.  In other words, you will have no control over the NPC vehicles' speed, direction, tactics, etc. should you have an encounter while traveling.  This makes getting all the NPC vehicles to the destination a very tricky affair.&lt;br /&gt;
&lt;br /&gt;
Usually, the mission payoff is based on the number of vehicles that arrive safely, so you may get paid even if you lose an NPC vehicle (or two), but the reduced payoff could mean you take a loss for the mission.&lt;br /&gt;
&lt;br /&gt;
In order to launch an escort mission you must use the older, less easy way of launching a travel.  It is fully explained on the [[Travel#Old, Less Easy Method|Travel]] page.&lt;br /&gt;
&lt;br /&gt;
=== Assassination ===&lt;br /&gt;
On the surface, a very simple case of finding the gang in question, and killing the leader.  Sometimes, not so simple, however, as the leader will not be in every event the target gang participates in, so locating the leader could be tricky.  Failing an assassination mission '''decreases''' your gang's fame but not its reputation, and you will have a bounty put on ''your'' head as well.&lt;br /&gt;
Successful completion of the mission '''reduces''' your gang's reputation and, ''may'' '''increase''' its fame depending on how chatty your client is.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' You must be the '''squad owner''' in the combat where the target is killed for the mission's completion to trigger.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Missions ==&lt;br /&gt;
Only one person will be allowed to start a certain roleplaying mission per every few days.&lt;br /&gt;
&lt;br /&gt;
There are 3 original roleplaying missions:&lt;br /&gt;
&lt;br /&gt;
[[Racing For The Mob]] - Available from Dexters Tavern in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[Angel of Mercy]] - Available from the Somerset Hospital.&lt;br /&gt;
&lt;br /&gt;
[[Arizona's Antique]] - Available from Arizona's Autoparts in Elmsfield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Player created missions have been added, so there are several more available.  Here are some:&lt;br /&gt;
&lt;br /&gt;
[[Heart in the Right Place]] - Available from the Somerset Hospital.&lt;br /&gt;
&lt;br /&gt;
[[Fresh Cadavers]] - Available from the Somerset Hospital.&lt;br /&gt;
&lt;br /&gt;
[[Baby Steps]] - Available from Jake's in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[Where`d My Rifles Go?!]] - Available from the Training Center in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[A favour for Rez.]] - Available From Devil Dan's in Sarsfield.&lt;br /&gt;
&lt;br /&gt;
[[A Bad Hangover]] - Available from Dexters Tavern in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[Snake in the Shadows]] - Available from The Tombstone Tavern in Texan.&lt;br /&gt;
&lt;br /&gt;
Many of these, as part of the reward for completion offer a skill increase to characters.  This is not entirely within the players control of who gets the increase.  The increase in the reward stat goes to the character that already has the highest level in your gang, in the town the quest is completed in.  For example, a mission that ends in Somerset and has a scouting skill reward will give your highest level scout *in Somerset* the extra training.  It might not be the ganger you actually used to run the mission.  This reward can push the skill cap (at least for that skill) beyond the characters original cap.  In this example, my scout in Somerset got a 10 point bonus to raise his scout skill to 109, even though he had capped at 99.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Missions]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Missions&amp;diff=2433</id>
		<title>Missions</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Missions&amp;diff=2433"/>
		<updated>2011-02-18T04:28:52Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Roleplaying Missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While much of Darkwind's gameplay is focused on wilderness combat (scouting), and in-town events (races, deathraces, and arena combats), it is possible to improve your gang's skills, fame, reputation, and bottom line by running missions.&lt;br /&gt;
&lt;br /&gt;
Missions are available in the taverns of each town (Dexter's in Somerset), and can be browsed by selecting the **Check the Noticeboard** link in the tavern navigation menu.&lt;br /&gt;
&lt;br /&gt;
Non-subscribers cannot travel to other places, so they can not complete any missions.  Accepting missions before you subscribe will only hurt your reputation when you fail to complete them.&lt;br /&gt;
&lt;br /&gt;
You may have a maximum of 15 active missions at any one time.&lt;br /&gt;
&lt;br /&gt;
== Mission Success ==&lt;br /&gt;
Each mission will have a delivery date associated with it.  This is the day and time you must have the mission cargo, or taxi passengers, or whatever, at the destination.&lt;br /&gt;
&lt;br /&gt;
It is important to note that your arrival time at the destination must be on or before the delivery date.  If you process the last event of your travel before the scheduled arrival time, you will arrive at your destination at that scheduled arrival time.  &lt;br /&gt;
&lt;br /&gt;
However, if you process the last event after the scheduled arrival time, you will arrive at your destination at the time (server, of course) you processed the last event.  If this time is **after** the delivery date, you will fail the mission.&lt;br /&gt;
&lt;br /&gt;
== Mission Failure ==&lt;br /&gt;
If you fail too many ''standard'' missions, i.e. not the role-playing missions, you will be prevented from taking any new missions until your ''Failure Rate'' has gone down.&lt;br /&gt;
&lt;br /&gt;
Currently you are allowed to fail&lt;br /&gt;
* A max of 8 missions in a month, or&lt;br /&gt;
* No more than 1/3 of your attempted missions if you have failed more than 3, but less than 9&lt;br /&gt;
&lt;br /&gt;
== Mission Types ==&lt;br /&gt;
There are four basic types of missions:&lt;br /&gt;
&lt;br /&gt;
* Taxi -- take passengers in your vehicles to their destination&lt;br /&gt;
* Courier -- take packages in your vehicles to their destination&lt;br /&gt;
* Escort -- Escort NPC vehicles with your vehicles to their destination&lt;br /&gt;
* Assassination -- kill the leader of a named NPC gang &lt;br /&gt;
&lt;br /&gt;
There is also a special category of scripted &amp;quot;Roleplaying Missions&amp;quot; that come with an additional back story and span multiple stages and can have a totally different criterias for completion.&lt;br /&gt;
&lt;br /&gt;
=== Taxi ===&lt;br /&gt;
The ''Taxi'' mission is one of the easier mission types as the clients will occupy a seat in your vehicle, and be under your control during any encounters, so you can assign them to weapons and order them to fire, or take over driving, or whatever.&lt;br /&gt;
&lt;br /&gt;
=== Courier ===&lt;br /&gt;
Another easy mission type, although a bit more difficult than the ''Taxi'' because many times the bulk requirements are beyond a ''standard'' vehicle, and will require a dedicated cargo vehicle like a Two-Axle Lorry, Box Van, or Carrier Van.&lt;br /&gt;
&lt;br /&gt;
There are three types of Courier missions:&lt;br /&gt;
* Mail - these are generally large (&amp;gt; 100 bulk) missions and will require a dedicated cargo vehicle&lt;br /&gt;
* Private Documents - these are usually smaller (&amp;lt; 100 bulk) missions&lt;br /&gt;
* Drugs - these are also smaller (&amp;lt; 100 bulk) missions&lt;br /&gt;
&lt;br /&gt;
Courier missions can now be found by selecting the '''Advertise for Courier Mission''' option in a town's tavern. After setting a few options for desired bulk and destinations, you are presented with available missions meeting the criteria.  Optionally, the day laborers hanging around the tavern will load the mission package in the vehicle of your choice.&lt;br /&gt;
&lt;br /&gt;
Some courier packages will generate increased attention from pirates, due to their high value for example, so be prepared for additional encounters while carrying out the mission.&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
!colspan = &amp;quot;2&amp;quot;|  Courier Packages&lt;br /&gt;
|-&lt;br /&gt;
!  Type  !!  Pounds Per Bulk&lt;br /&gt;
|-&lt;br /&gt;
|Mail&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  2&lt;br /&gt;
|-&lt;br /&gt;
|Narcotics&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  4&lt;br /&gt;
|-&lt;br /&gt;
|Medicines&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  4&lt;br /&gt;
|-&lt;br /&gt;
|Spices&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  4&lt;br /&gt;
|-&lt;br /&gt;
|Sugar&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  ?&lt;br /&gt;
|-&lt;br /&gt;
|Documents&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  2&lt;br /&gt;
|-&lt;br /&gt;
|Salted Meat&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Escort ===&lt;br /&gt;
Far and away the most difficult mission type, these should be accepted very cautiously.  These missions involve traveling to the destination while you control your vehicles, and '''the NPCs control their vehicles'''.  In other words, you will have no control over the NPC vehicles' speed, direction, tactics, etc. should you have an encounter while traveling.  This makes getting all the NPC vehicles to the destination a very tricky affair.&lt;br /&gt;
&lt;br /&gt;
Usually, the mission payoff is based on the number of vehicles that arrive safely, so you may get paid even if you lose an NPC vehicle (or two), but the reduced payoff could mean you take a loss for the mission.&lt;br /&gt;
&lt;br /&gt;
In order to launch an escort mission you must use the older, less easy way of launching a travel.  It is fully explained on the [[Travel#Old, Less Easy Method|Travel]] page.&lt;br /&gt;
&lt;br /&gt;
=== Assassination ===&lt;br /&gt;
On the surface, a very simple case of finding the gang in question, and killing the leader.  Sometimes, not so simple, however, as the leader will not be in every event the target gang participates in, so locating the leader could be tricky.  Failing an assassination mission '''decreases''' your gang's fame but not its reputation, and you will have a bounty put on ''your'' head as well.&lt;br /&gt;
Successful completion of the mission '''reduces''' your gang's reputation and, ''may'' '''increase''' its fame depending on how chatty your client is.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' You must be the '''squad owner''' in the combat where the target is killed for the mission's completion to trigger.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Missions ==&lt;br /&gt;
Only one person will be allowed to start a certain roleplaying mission per every few days.&lt;br /&gt;
&lt;br /&gt;
There are 3 original roleplaying missions:&lt;br /&gt;
&lt;br /&gt;
[[Racing For The Mob]] - Available from Dexters Tavern in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[Angel of Mercy]] - Available from the Somerset Hospital.&lt;br /&gt;
&lt;br /&gt;
[[Arizona's Antique]] - Available from Arizona's Autoparts in Elmsfield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Player created missions have been added, so there are several more available.  Here are some:&lt;br /&gt;
&lt;br /&gt;
[[Heart in the Right Place]] - Available from the Somerset Hospital.&lt;br /&gt;
&lt;br /&gt;
[[Fresh Cadavers]] - Available from the Somerset Hospital.&lt;br /&gt;
&lt;br /&gt;
[[Baby Steps]] - Available from Jake's in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[Where`d My Rifles Go?!]] - Available from the Training Center in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[A favour for Rez.]] - Available From Devil Dan's in Sarsfield.&lt;br /&gt;
&lt;br /&gt;
[[A Bad Hangover]] - Available from Dexters Tavern in Somerset.&lt;br /&gt;
&lt;br /&gt;
Many of these, as part of the reward for completion offer a skill increase to characters.  This is not entirely within the players control of who gets the increase.  The increase in the reward stat goes to the character that already has the highest level in your gang, in the town the quest is completed in.  For example, a mission that ends in Somerset and has a scouting skill reward will give your highest level scout *in Somerset* the extra training.  It might not be the ganger you actually used to run the mission.  This reward can push the skill cap (at least for that skill) beyond the characters original cap.  In this example, my scout in Somerset got a 10 point bonus to raise his scout skill to 109, even though he had capped at 99.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Missions]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Missions&amp;diff=2375</id>
		<title>Missions</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Missions&amp;diff=2375"/>
		<updated>2011-02-17T02:14:25Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Roleplaying Missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While much of Darkwind's gameplay is focused on wilderness combat (scouting), and in-town events (races, deathraces, and arena combats), it is possible to improve your gang's skills, fame, reputation, and bottom line by running missions.&lt;br /&gt;
&lt;br /&gt;
Missions are available in the taverns of each town (Dexter's in Somerset), and can be browsed by selecting the **Check the Noticeboard** link in the tavern navigation menu.&lt;br /&gt;
&lt;br /&gt;
Non-subscribers cannot travel to other places, so they can not complete any missions.  Accepting missions before you subscribe will only hurt your reputation when you fail to complete them.&lt;br /&gt;
&lt;br /&gt;
You may have a maximum of 15 active missions at any one time.&lt;br /&gt;
&lt;br /&gt;
== Mission Success ==&lt;br /&gt;
Each mission will have a delivery date associated with it.  This is the day and time you must have the mission cargo, or taxi passengers, or whatever, at the destination.&lt;br /&gt;
&lt;br /&gt;
It is important to note that your arrival time at the destination must be on or before the delivery date.  If you process the last event of your travel before the scheduled arrival time, you will arrive at your destination at that scheduled arrival time.  &lt;br /&gt;
&lt;br /&gt;
However, if you process the last event after the scheduled arrival time, you will arrive at your destination at the time (server, of course) you processed the last event.  If this time is **after** the delivery date, you will fail the mission.&lt;br /&gt;
&lt;br /&gt;
== Mission Failure ==&lt;br /&gt;
If you fail too many ''standard'' missions, i.e. not the role-playing missions, you will be prevented from taking any new missions until your ''Failure Rate'' has gone down.&lt;br /&gt;
&lt;br /&gt;
Currently you are allowed to fail&lt;br /&gt;
* a max of 8 missions in a month, or&lt;br /&gt;
* no more than 1/3 of your attempted missions if you have failed more than 3 but less than 9&lt;br /&gt;
&lt;br /&gt;
== Mission Types ==&lt;br /&gt;
There are four basic types of missions:&lt;br /&gt;
&lt;br /&gt;
* Taxi -- take passengers in your vehicles to their destination&lt;br /&gt;
* Courier -- take packages in your vehicles to their destination&lt;br /&gt;
* Escort -- Escort NPC vehicles with your vehicles to their destination&lt;br /&gt;
* Assassination -- kill the leader of a named NPC gang &lt;br /&gt;
&lt;br /&gt;
There is also a special category of scripted &amp;quot;Roleplaying Missions&amp;quot; that come with an additional back story and span multiple stages and can have a totally different criterias for completion.&lt;br /&gt;
&lt;br /&gt;
=== Taxi ===&lt;br /&gt;
The ''Taxi'' mission is one of the easier mission types as the clients will occupy a seat in your vehicle, and be under your control during any encounters, so you can assign them to weapons and order them to fire, or take over driving, or whatever.&lt;br /&gt;
&lt;br /&gt;
=== Courier ===&lt;br /&gt;
Another easy mission type, although a bit more difficult than the ''Taxi'' because many times the bulk requirements are beyond a ''standard'' vehicle, and will require a dedicated cargo vehicle like a Two-Axle Lorry, Box Van, or Carrier Van.&lt;br /&gt;
&lt;br /&gt;
There are three types of Courier missions:&lt;br /&gt;
* Mail - these are generally large (&amp;gt; 100 bulk) missions and will require a dedicated cargo vehicle&lt;br /&gt;
* Private Documents - these are usually smaller (&amp;lt; 100 bulk) missions&lt;br /&gt;
* Drugs - these are also smaller (&amp;lt; 100 bulk) missions&lt;br /&gt;
&lt;br /&gt;
Courier missions can now be found by selecting the '''Advertise for Courier Mission''' option in a town's tavern. After setting a few options for desired bulk and destinations, you are presented with available missions meeting the criteria.  Optionally, the day laborers hanging around the tavern will load the mission package in the vehicle of your choice.&lt;br /&gt;
&lt;br /&gt;
Some courier packages will generate increased attention from pirates, due to their high value for example, so be prepared for additional encounters while carrying out the mission.&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
!colspan = &amp;quot;2&amp;quot;|  Courier Packages&lt;br /&gt;
|-&lt;br /&gt;
!  Type  !!  Pounds Per Bulk&lt;br /&gt;
|-&lt;br /&gt;
|Mail&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  2&lt;br /&gt;
|-&lt;br /&gt;
|Narcotics&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  4&lt;br /&gt;
|-&lt;br /&gt;
|Medicines&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  4&lt;br /&gt;
|-&lt;br /&gt;
|Spices&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  4&lt;br /&gt;
|-&lt;br /&gt;
|Sugar&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  ?&lt;br /&gt;
|-&lt;br /&gt;
|Documents&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  2&lt;br /&gt;
|-&lt;br /&gt;
|Salted Meat&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Escort ===&lt;br /&gt;
Far and away the most difficult mission type, these should be accepted very cautiously.  These missions involve traveling to the destination while you control your vehicles, and '''the NPCs control their vehicles'''.  In other words, you will have no control over the NPC vehicles' speed, direction, tactics, etc. should you have an encounter while traveling.  This makes getting all the NPC vehicles to the destination a very tricky affair.&lt;br /&gt;
&lt;br /&gt;
Usually, the mission payoff is based on the number of vehicles that arrive safely, so you may get paid even if you lose an NPC vehicle (or two), but the reduced payoff could mean you take a loss for the mission.&lt;br /&gt;
&lt;br /&gt;
In order to launch an escort mission you must use the older, less easy way of launching a travel.  It is fully explained on the [[Travel#Old, Less Easy Method|Travel]] page.&lt;br /&gt;
&lt;br /&gt;
=== Assassination ===&lt;br /&gt;
On the surface, a very simple case of finding the gang in question, and killing the leader.  Sometimes, not so simple, however, as the leader will not be in every event the target gang participates in, so locating the leader could be tricky.  Failing an assassination mission '''decreases''' your gang's fame but not its reputation, and you will have a bounty put on ''your'' head as well.&lt;br /&gt;
Successful completion of the mission '''reduces''' your gang's reputation and, ''may'' '''increase''' its fame depending on how chatty your client is.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' You must be the '''squad owner''' in the combat where the target is killed for the mission's completion to trigger.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Missions ==&lt;br /&gt;
Only one person will be allowed to start a certain roleplaying mission per every few days.&lt;br /&gt;
&lt;br /&gt;
There are 3 original roleplaying missions:&lt;br /&gt;
&lt;br /&gt;
[[Racing For The Mob]] - Available from Dexters Tavern in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[Angel of Mercy]] - Available from the Somerset Hospital.&lt;br /&gt;
&lt;br /&gt;
[[Arizona's Antique]] - Available from Arizona's Autoparts in Elmsfield.&lt;br /&gt;
&lt;br /&gt;
Player created missions have been added, so there are several more available.  Here are some:&lt;br /&gt;
&lt;br /&gt;
[[Heart in the Right Place]] - Available from the Somerset Hospital.&lt;br /&gt;
&lt;br /&gt;
[[Fresh Cadavers]] - Available from the Somerset Hospital.&lt;br /&gt;
&lt;br /&gt;
[[Baby Steps]] - Available from Jake's in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[Where`d My Rifles Go?!]] - Available from the Training Center in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[A favour for Rez.]] - Available From Devil Dan's in Sarsfield.&lt;br /&gt;
&lt;br /&gt;
Many of these, as part of the reward for completion offer a skill increase to characters.  This is not entirely within the players control of who gets the increase.  The increase in the reward stat goes to the character that already has the highest level in your gang, in the town the quest is completed in.  For example, a mission that ends in Somerset and has a scouting skill reward will give your highest level scout *in Somerset* the extra training.  It might not be the ganger you actually used to run the mission.  This reward can push the skill cap (at least for that skill) beyond the characters original cap.  In this example, my scout in Somerset got a 10 point bonus to raise his scout skill to 109, even though he had capped at 99.&lt;br /&gt;
&lt;br /&gt;
[[Category: Missions]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Missions&amp;diff=2352</id>
		<title>Missions</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Missions&amp;diff=2352"/>
		<updated>2011-02-17T01:11:10Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Roleplaying Missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While much of Darkwind's gameplay is focused on wilderness combat (scouting), and in-town events (races, deathraces, and arena combats), it is possible to improve your gang's skills, fame, reputation, and bottom line by running missions.&lt;br /&gt;
&lt;br /&gt;
Missions are available in the taverns of each town (Dexter's in Somerset), and can be browsed by selecting the **Check the Noticeboard** link in the tavern navigation menu.&lt;br /&gt;
&lt;br /&gt;
Non-subscribers cannot travel to other places, so they can not complete any missions.  Accepting missions before you subscribe will only hurt your reputation when you fail to complete them.&lt;br /&gt;
&lt;br /&gt;
You may have a maximum of 15 active missions at any one time.&lt;br /&gt;
&lt;br /&gt;
== Mission Success ==&lt;br /&gt;
Each mission will have a delivery date associated with it.  This is the day and time you must have the mission cargo, or taxi passengers, or whatever, at the destination.&lt;br /&gt;
&lt;br /&gt;
It is important to note that your arrival time at the destination must be on or before the delivery date.  If you process the last event of your travel before the scheduled arrival time, you will arrive at your destination at that scheduled arrival time.  &lt;br /&gt;
&lt;br /&gt;
However, if you process the last event after the scheduled arrival time, you will arrive at your destination at the time (server, of course) you processed the last event.  If this time is **after** the delivery date, you will fail the mission.&lt;br /&gt;
&lt;br /&gt;
== Mission Failure ==&lt;br /&gt;
If you fail too many ''standard'' missions, i.e. not the role-playing missions, you will be prevented from taking any new missions until your ''Failure Rate'' has gone down.&lt;br /&gt;
&lt;br /&gt;
Currently you are allowed to fail&lt;br /&gt;
* a max of 8 missions in a month, or&lt;br /&gt;
* no more than 1/3 of your attempted missions if you have failed more than 3 but less than 9&lt;br /&gt;
&lt;br /&gt;
== Mission Types ==&lt;br /&gt;
There are four basic types of missions:&lt;br /&gt;
&lt;br /&gt;
* Taxi -- take passengers in your vehicles to their destination&lt;br /&gt;
* Courier -- take packages in your vehicles to their destination&lt;br /&gt;
* Escort -- Escort NPC vehicles with your vehicles to their destination&lt;br /&gt;
* Assassination -- kill the leader of a named NPC gang &lt;br /&gt;
&lt;br /&gt;
There is also a special category of scripted &amp;quot;Roleplaying Missions&amp;quot; that come with an additional back story and span multiple stages and can have a totally different criterias for completion.&lt;br /&gt;
&lt;br /&gt;
=== Taxi ===&lt;br /&gt;
The ''Taxi'' mission is one of the easier mission types as the clients will occupy a seat in your vehicle, and be under your control during any encounters, so you can assign them to weapons and order them to fire, or take over driving, or whatever.&lt;br /&gt;
&lt;br /&gt;
=== Courier ===&lt;br /&gt;
Another easy mission type, although a bit more difficult than the ''Taxi'' because many times the bulk requirements are beyond a ''standard'' vehicle, and will require a dedicated cargo vehicle like a Two-Axle Lorry, Box Van, or Carrier Van.&lt;br /&gt;
&lt;br /&gt;
There are three types of Courier missions:&lt;br /&gt;
* Mail - these are generally large (&amp;gt; 100 bulk) missions and will require a dedicated cargo vehicle&lt;br /&gt;
* Private Documents - these are usually smaller (&amp;lt; 100 bulk) missions&lt;br /&gt;
* Drugs - these are also smaller (&amp;lt; 100 bulk) missions&lt;br /&gt;
&lt;br /&gt;
Courier missions can now be found by selecting the '''Advertise for Courier Mission''' option in a town's tavern. After setting a few options for desired bulk and destinations, you are presented with available missions meeting the criteria.  Optionally, the day laborers hanging around the tavern will load the mission package in the vehicle of your choice.&lt;br /&gt;
&lt;br /&gt;
Some courier packages will generate increased attention from pirates, due to their high value for example, so be prepared for additional encounters while carrying out the mission.&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
!colspan = &amp;quot;2&amp;quot;|  Courier Packages&lt;br /&gt;
|-&lt;br /&gt;
!  Type  !!  Pounds Per Bulk&lt;br /&gt;
|-&lt;br /&gt;
|Mail&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  2&lt;br /&gt;
|-&lt;br /&gt;
|Narcotics&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  4&lt;br /&gt;
|-&lt;br /&gt;
|Medicines&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  4&lt;br /&gt;
|-&lt;br /&gt;
|Spices&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  4&lt;br /&gt;
|-&lt;br /&gt;
|Sugar&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  ?&lt;br /&gt;
|-&lt;br /&gt;
|Documents&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  2&lt;br /&gt;
|-&lt;br /&gt;
|Salted Meat&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Escort ===&lt;br /&gt;
Far and away the most difficult mission type, these should be accepted very cautiously.  These missions involve traveling to the destination while you control your vehicles, and '''the NPCs control their vehicles'''.  In other words, you will have no control over the NPC vehicles' speed, direction, tactics, etc. should you have an encounter while traveling.  This makes getting all the NPC vehicles to the destination a very tricky affair.&lt;br /&gt;
&lt;br /&gt;
Usually, the mission payoff is based on the number of vehicles that arrive safely, so you may get paid even if you lose an NPC vehicle (or two), but the reduced payoff could mean you take a loss for the mission.&lt;br /&gt;
&lt;br /&gt;
In order to launch an escort mission you must use the older, less easy way of launching a travel.  It is fully explained on the [[Travel#Old, Less Easy Method|Travel]] page.&lt;br /&gt;
&lt;br /&gt;
=== Assassination ===&lt;br /&gt;
On the surface, a very simple case of finding the gang in question, and killing the leader.  Sometimes, not so simple, however, as the leader will not be in every event the target gang participates in, so locating the leader could be tricky.  Failing an assassination mission '''decreases''' your gang's fame but not its reputation, and you will have a bounty put on ''your'' head as well.&lt;br /&gt;
Successful completion of the mission '''reduces''' your gang's reputation and, ''may'' '''increase''' its fame depending on how chatty your client is.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' You must be the '''squad owner''' in the combat where the target is killed for the mission's completion to trigger.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Missions ==&lt;br /&gt;
Only one person will be allowed to start a certain roleplaying mission per every few days.&lt;br /&gt;
&lt;br /&gt;
There are 3 original roleplaying missions:&lt;br /&gt;
&lt;br /&gt;
[[Racing For The Mob]] - Available from Dexters Tavern in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[Angel of Mercy]] - Available from the Somerset Hospital.&lt;br /&gt;
&lt;br /&gt;
[[Arizona's Antique]] - Available from Arizona's Autoparts in Elmsfield.&lt;br /&gt;
&lt;br /&gt;
Player created missions have been added, so there are several more available.  &lt;br /&gt;
&lt;br /&gt;
Many of these, as part of the reward for completion offer a skill increase to characters.  This is not entirely within the players control of who gets the increase.  The increase in the reward stat goes to the character that already has the highest level in your gang, in the town the quest is completed in.  For example, a mission that ends in Somerset and has a scouting skill reward will give your highest level scout *in Somerset* the extra training.  It might not be the ganger you actually used to run the mission.  This reward can push the skill cap (at least for that skill) beyond the characters original cap.  In this example, my scout in Somerset got a 10 point bonus to raise his scout skill to 109, even though he had capped at 99.&lt;br /&gt;
&lt;br /&gt;
[[Category: Missions]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Missions&amp;diff=2350</id>
		<title>Missions</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Missions&amp;diff=2350"/>
		<updated>2011-02-17T00:05:30Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Roleplaying Missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While much of Darkwind's gameplay is focused on wilderness combat (scouting), and in-town events (races, deathraces, and arena combats), it is possible to improve your gang's skills, fame, reputation, and bottom line by running missions.&lt;br /&gt;
&lt;br /&gt;
Missions are available in the taverns of each town (Dexter's in Somerset), and can be browsed by selecting the **Check the Noticeboard** link in the tavern navigation menu.&lt;br /&gt;
&lt;br /&gt;
Non-subscribers cannot travel to other places, so they can not complete any missions.  Accepting missions before you subscribe will only hurt your reputation when you fail to complete them.&lt;br /&gt;
&lt;br /&gt;
You may have a maximum of 15 active missions at any one time.&lt;br /&gt;
&lt;br /&gt;
== Mission Success ==&lt;br /&gt;
Each mission will have a delivery date associated with it.  This is the day and time you must have the mission cargo, or taxi passengers, or whatever, at the destination.&lt;br /&gt;
&lt;br /&gt;
It is important to note that your arrival time at the destination must be on or before the delivery date.  If you process the last event of your travel before the scheduled arrival time, you will arrive at your destination at that scheduled arrival time.  &lt;br /&gt;
&lt;br /&gt;
However, if you process the last event after the scheduled arrival time, you will arrive at your destination at the time (server, of course) you processed the last event.  If this time is **after** the delivery date, you will fail the mission.&lt;br /&gt;
&lt;br /&gt;
== Mission Failure ==&lt;br /&gt;
If you fail too many ''standard'' missions, i.e. not the role-playing missions, you will be prevented from taking any new missions until your ''Failure Rate'' has gone down.&lt;br /&gt;
&lt;br /&gt;
Currently you are allowed to fail&lt;br /&gt;
* a max of 8 missions in a month, or&lt;br /&gt;
* no more than 1/3 of your attempted missions if you have failed more than 3 but less than 9&lt;br /&gt;
&lt;br /&gt;
== Mission Types ==&lt;br /&gt;
There are four basic types of missions:&lt;br /&gt;
&lt;br /&gt;
* Taxi -- take passengers in your vehicles to their destination&lt;br /&gt;
* Courier -- take packages in your vehicles to their destination&lt;br /&gt;
* Escort -- Escort NPC vehicles with your vehicles to their destination&lt;br /&gt;
* Assassination -- kill the leader of a named NPC gang &lt;br /&gt;
&lt;br /&gt;
There is also a special category of scripted &amp;quot;Roleplaying Missions&amp;quot; that come with an additional back story and span multiple stages and can have a totally different criterias for completion.&lt;br /&gt;
&lt;br /&gt;
=== Taxi ===&lt;br /&gt;
The ''Taxi'' mission is one of the easier mission types as the clients will occupy a seat in your vehicle, and be under your control during any encounters, so you can assign them to weapons and order them to fire, or take over driving, or whatever.&lt;br /&gt;
&lt;br /&gt;
=== Courier ===&lt;br /&gt;
Another easy mission type, although a bit more difficult than the ''Taxi'' because many times the bulk requirements are beyond a ''standard'' vehicle, and will require a dedicated cargo vehicle like a Two-Axle Lorry, Box Van, or Carrier Van.&lt;br /&gt;
&lt;br /&gt;
There are three types of Courier missions:&lt;br /&gt;
* Mail - these are generally large (&amp;gt; 100 bulk) missions and will require a dedicated cargo vehicle&lt;br /&gt;
* Private Documents - these are usually smaller (&amp;lt; 100 bulk) missions&lt;br /&gt;
* Drugs - these are also smaller (&amp;lt; 100 bulk) missions&lt;br /&gt;
&lt;br /&gt;
Courier missions can now be found by selecting the '''Advertise for Courier Mission''' option in a town's tavern. After setting a few options for desired bulk and destinations, you are presented with available missions meeting the criteria.  Optionally, the day laborers hanging around the tavern will load the mission package in the vehicle of your choice.&lt;br /&gt;
&lt;br /&gt;
Some courier packages will generate increased attention from pirates, due to their high value for example, so be prepared for additional encounters while carrying out the mission.&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
!colspan = &amp;quot;2&amp;quot;|  Courier Packages&lt;br /&gt;
|-&lt;br /&gt;
!  Type  !!  Pounds Per Bulk&lt;br /&gt;
|-&lt;br /&gt;
|Mail&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  2&lt;br /&gt;
|-&lt;br /&gt;
|Narcotics&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  4&lt;br /&gt;
|-&lt;br /&gt;
|Medicines&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  4&lt;br /&gt;
|-&lt;br /&gt;
|Spices&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  4&lt;br /&gt;
|-&lt;br /&gt;
|Sugar&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  ?&lt;br /&gt;
|-&lt;br /&gt;
|Documents&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  2&lt;br /&gt;
|-&lt;br /&gt;
|Salted Meat&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Escort ===&lt;br /&gt;
Far and away the most difficult mission type, these should be accepted very cautiously.  These missions involve traveling to the destination while you control your vehicles, and '''the NPCs control their vehicles'''.  In other words, you will have no control over the NPC vehicles' speed, direction, tactics, etc. should you have an encounter while traveling.  This makes getting all the NPC vehicles to the destination a very tricky affair.&lt;br /&gt;
&lt;br /&gt;
Usually, the mission payoff is based on the number of vehicles that arrive safely, so you may get paid even if you lose an NPC vehicle (or two), but the reduced payoff could mean you take a loss for the mission.&lt;br /&gt;
&lt;br /&gt;
In order to launch an escort mission you must use the older, less easy way of launching a travel.  It is fully explained on the [[Travel#Old, Less Easy Method|Travel]] page.&lt;br /&gt;
&lt;br /&gt;
=== Assassination ===&lt;br /&gt;
On the surface, a very simple case of finding the gang in question, and killing the leader.  Sometimes, not so simple, however, as the leader will not be in every event the target gang participates in, so locating the leader could be tricky.  Failing an assassination mission '''decreases''' your gang's fame but not its reputation, and you will have a bounty put on ''your'' head as well.&lt;br /&gt;
Successful completion of the mission '''reduces''' your gang's reputation and, ''may'' '''increase''' its fame depending on how chatty your client is.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' You must be the '''squad owner''' in the combat where the target is killed for the mission's completion to trigger.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Missions ==&lt;br /&gt;
Only one person will be allowed to start a certain roleplaying mission per every few days.&lt;br /&gt;
&lt;br /&gt;
There are 3 original roleplaying missions:&lt;br /&gt;
&lt;br /&gt;
[[Racing For The Mob]] - Available from Dexters Tavern in Somerset.&lt;br /&gt;
&lt;br /&gt;
[[Angel of Mercy]] - Available from the Somerset Hospital.&lt;br /&gt;
&lt;br /&gt;
[[Arizona's Antique]] - Available from Arizona's Autoparts in Elmsfield.&lt;br /&gt;
&lt;br /&gt;
Player created missions have been added, so there are several more available.  Many of these, as part of the reward for completion offer a skill increase to characters.  This is not entirely within the players control of who gets the increase.  The increase in the reward stat goes to the character that already has the highest level in your gang, in the town the quest is completed in.  For example, a mission that ends in Somerset and has a scouting skill reward will give your highest level scout *in Somerset* the extra training.  It might not be the ganger you actually used to run the mission.  This reward can push the skill cap (at least for that skill) beyond the characters original cap.  In this example, my scout in Somerset got a 10 point bonus to raise his scout skill to 109, even though he had capped at 99.&lt;br /&gt;
&lt;br /&gt;
[[Category: Missions]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Specialisms&amp;diff=2299</id>
		<title>Specialisms</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Specialisms&amp;diff=2299"/>
		<updated>2011-02-13T22:43:27Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Leadership */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Characters can learn useful skill-specific specialisms that grant unique bonuses when applying them.&lt;br /&gt;
Learning specialisms requires 50 skill points per specialism (unless otherwise noted).&lt;br /&gt;
&lt;br /&gt;
Once you have 50 points in a skill you can select a specialism for the character.  To do this, the character has to be in a town with a tavern.  Go to the tavern, and click on the character.  You'll then be able to choose from among the available specialties for that character.&lt;br /&gt;
&lt;br /&gt;
Specialisms are split into specific skill-enhancing categories:&lt;br /&gt;
&lt;br /&gt;
Some specialisms have [[Specialism Caps|hard or soft limits]] to the effectiveness of higher levels&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
These specialisms are based on the weaponry skills: [[Gunnery]], [[Large Guns]], and [[Ballistics]]&lt;br /&gt;
&lt;br /&gt;
* Machine Guns -- Increases accuracy for Machine Guns, Medium Machine Guns, Heavy Machine Guns, Gatling Guns, and Heavy Gatling Guns, and enhances the ability to unjam them.&lt;br /&gt;
* Heavy Weapons -- Increases accuracy for Car Cannons, Anti-Tank Guns, and Tank Guns, and enhances the ability to unjam them. &lt;br /&gt;
* Flamethrowers -- Increases damage for Flamethrowers and Heavy Flamethrowers, and enhances the ability to unjam them. &lt;br /&gt;
* Laserfire -- Increases battery efficiency for Lasers and Heavy Lasers.&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot; | style=&amp;quot;margin-left: 20px;&amp;quot;&lt;br /&gt;
!  Level  !!  Charge Loss  &lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  0 (no spec)&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  40%&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  1&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  30%&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  2&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  20%&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  3&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  15%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Ballistic Prediction -- Increases accuracy for Paint Guns, Mounted Mortars and Car Grenade Launchers, and enhances the ability to unjam them.&lt;br /&gt;
* Rocketeer -- Increases accuracy for all types of Rockets and Missiles, and enhances the ability to unjam them.&lt;br /&gt;
* Moving Targets -- Improves accuracy for shooting at moving targets. Reduces the negative effects of a target's Defensive Driving specialism. &lt;br /&gt;
* Sniper -- Increases the accuracy for all weapons. &lt;br /&gt;
* Rapid Reloading -- Enhances the speed at which a character can reload weapons. &lt;br /&gt;
* Courage Under Fire -- Reduces the accuracy penalty for firing if your vehicle has taken damage in that round. &lt;br /&gt;
* Rapidshot -- Grants a character the chance of an extra shot in a round in which he or she fires a weapon set to fire automatically.&lt;br /&gt;
&lt;br /&gt;
== Driving ==&lt;br /&gt;
These specialisms are based on the driving skills: [[Driving]], [[Cyclist]], [[Trucker]]&lt;br /&gt;
&lt;br /&gt;
* Mine Layer -- Ability to deploy Mines and Spikes at high speed with less inherited velocity &lt;br /&gt;
* Jumpstart -- Quick off the line and highly skilled at acceleration during the first 2 seconds of an event &lt;br /&gt;
* Defensive Driver -- Ability to make your vehicle hard to shoot while it's moving at speed &lt;br /&gt;
* Offensive Driver -- Increased collision damage to your opponents &lt;br /&gt;
* Reload In Motion -- Ability to reload a weapon while driving. The speed at which you can drive while reloading increases with higher levels&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=5141&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot; | style=&amp;quot;margin-left: 20px;&amp;quot;&lt;br /&gt;
!Level  !!  MPH Limit&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|Level 0 (no specialism)&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  &amp;lt;9&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|Level 1&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  &amp;lt;31.5&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|Level 2&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  &amp;lt;54&lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|Level 3&lt;br /&gt;
|align = &amp;quot;right&amp;quot;|  &amp;lt;76.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Deathracer -- Ability to fire at full accuracy while driving &lt;br /&gt;
* Slipstreamer -- Ability to gain more of a speed boost than normal when slipstreaming or drafting&lt;br /&gt;
&lt;br /&gt;
== Mechanic ==&lt;br /&gt;
* Engine Tuning -- Ability to squeeze a little extra acceleration from an engine -- a single mechanic with this skill will service a gang's cars for all events in the same city as the mechanic - it is not necessary for the mechanic to be in the event, unlike the other specialisms.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Only affects your gang's '''owned''' cars, not cars supplied by the race track for standard events.&lt;br /&gt;
&lt;br /&gt;
* Jury Rigging -- Highly skilled at getting a broken engine running (the Mechanic must be in the event to employ this specialism)&lt;br /&gt;
* Salvager -- Skilled at salvaging parts from a car whose engine cannot be fixed (the Mechanic must be in the event to employ this specialism)&lt;br /&gt;
&lt;br /&gt;
== Scouting ==&lt;br /&gt;
* Negotiator -- Ability to negotiate truces with NPC pirate gangs -- sometimes (the scout must be in the event to employ this specialism)&lt;br /&gt;
&lt;br /&gt;
== First Aid ==&lt;br /&gt;
* Field First Aid -- Ability to staunch the bleeding of any nearby characters, during a combat (the Medic must be in the event to employ this specialism)&lt;br /&gt;
* Combat Psychologist -- reduces the stress of all occupants in the vehicle, and can be based on either Leadership or First Aid&lt;br /&gt;
&lt;br /&gt;
== Hand Guns ==&lt;br /&gt;
* Shoot From The Hip -- skilled at firing '''personal weapons''' quicker than other characters during the firing phase.&lt;br /&gt;
* Long Throw -- ability to throw grenades and other objects a long distance.&lt;br /&gt;
* Running -- extra fast at running.&lt;br /&gt;
* Car Killer -- Skilled at scoring telling hits against vehicles with '''personal weapons''', and of scoring internal hits through weak armour&lt;br /&gt;
&lt;br /&gt;
Hand Guns also includes the following gunnery specialisms:  Moving Targets, Sniper, Rapid Reloading, Courage Under Fire, Rapidshot.&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
Note that it takes 100 points of leadership for each specialist skill, unlike 50 with the other skills &lt;br /&gt;
&lt;br /&gt;
* Combat Psychologist -- reduces the stress of all occupants in the vehicle, and can be based on either Leadership or First Aid&lt;br /&gt;
* [[Recruiter]] -- increased chances of recruiting gang members with above-average skills. Will only work in town that the Recruiter is in (new as of faction changes)&lt;br /&gt;
* [[Motivator]] - gives a slight training bonus to all characters in the same town as the Leader when training hits.&lt;br /&gt;
&lt;br /&gt;
== Courage ==&lt;br /&gt;
Note that it takes 150 points of Courage for each specialist skill, unlike 50 with the other skills&lt;br /&gt;
&lt;br /&gt;
* Pragmatist -- stress decreases faster than normal when far away from enemies.&lt;br /&gt;
* Adrenalin Junkie -- this character thrives on that little kick of adrenalin. When stressed, running speed increases.&lt;br /&gt;
* Eye of the Hurricane -- this fine fellow is an inspiration to everyone around him. Other people in the car are somewhat more likely to gain courage after a fight when this guy is in the car with them (and has not panicked)&lt;br /&gt;
&lt;br /&gt;
== Table of Specialisms ==&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
!colspan = &amp;quot;5&amp;quot;| Weaponry&lt;br /&gt;
|-&lt;br /&gt;
! Specialism !! Skill 1 !! Skill 2 !! Skill 3 !! Skill 4 &lt;br /&gt;
|-&lt;br /&gt;
|Machine Guns&lt;br /&gt;
|Gunnery&lt;br /&gt;
|Large Guns&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|Heavy Weapons&lt;br /&gt;
|Large Guns&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Flamethrowers&lt;br /&gt;
|Gunnery&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|Laserfire&lt;br /&gt;
|Gunnery&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Ballistic Prediction&lt;br /&gt;
|Ballistics&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Rocketeer&lt;br /&gt;
|Gunnery&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|Moving Targets&lt;br /&gt;
|Gunnery&lt;br /&gt;
|Large Guns&lt;br /&gt;
|Ballistics&lt;br /&gt;
|Hand Guns &lt;br /&gt;
|- &lt;br /&gt;
|Sniper&lt;br /&gt;
|Gunnery&lt;br /&gt;
|Hand Guns &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Rapid Reloading&lt;br /&gt;
|Gunnery&lt;br /&gt;
|Large Guns&lt;br /&gt;
|Ballistics&lt;br /&gt;
|Hand Guns &lt;br /&gt;
|- &lt;br /&gt;
|Courage Under Fire&lt;br /&gt;
|Gunnery&lt;br /&gt;
|Large Guns&lt;br /&gt;
|Ballistics&lt;br /&gt;
|Hand Guns &lt;br /&gt;
|- &lt;br /&gt;
|Rapidshot&lt;br /&gt;
|Gunnery&lt;br /&gt;
|Ballistics&lt;br /&gt;
|Hand Guns &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!colspan = &amp;quot;5&amp;quot;| Driving&lt;br /&gt;
|- &lt;br /&gt;
|Defensive Driver&lt;br /&gt;
|Driving&lt;br /&gt;
|Cyclist&lt;br /&gt;
|Trucker&lt;br /&gt;
|-&lt;br /&gt;
|Offensive Driver&lt;br /&gt;
|Driving&lt;br /&gt;
|Trucker&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|Reload In Motion&lt;br /&gt;
|Driving&lt;br /&gt;
|Trucker&lt;br /&gt;
|Cyclist&lt;br /&gt;
|- &lt;br /&gt;
|Deathracer&lt;br /&gt;
|Driving&lt;br /&gt;
|Cyclist&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Mine Layer&lt;br /&gt;
|Driving&lt;br /&gt;
|Trucker&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Jumpstart&lt;br /&gt;
|Driving&lt;br /&gt;
|Cyclist&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!colspan = &amp;quot;5&amp;quot;| Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
|Engine Tuning&lt;br /&gt;
|Mechanic&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Jury Rigging&lt;br /&gt;
|Mechanic&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Salvager&lt;br /&gt;
|Mechanic&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|Negotiator&lt;br /&gt;
|Scouting&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|Field First Aid&lt;br /&gt;
|First Aid&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Combat Psychologist&lt;br /&gt;
|First Aid&lt;br /&gt;
|Leadership&amp;lt;ref name = &amp;quot;leadership&amp;quot;&amp;gt;Leadership specialisms are only available for every 100 points, rather than 50 points for other skills.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Recruiter&lt;br /&gt;
|Leadership&amp;lt;ref name = &amp;quot;leadership&amp;quot; /&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Motivator&lt;br /&gt;
|Leadership&amp;lt;ref name = &amp;quot;leadership&amp;quot; /&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sources: &amp;lt;ref&amp;gt;http://dark-wind.com/forums2/index.php?a=topic&amp;amp;t=1682&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref&amp;gt;http://dark-wind.com/forums2/index.php?a=topic&amp;amp;t=3087&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Skills]]&lt;br /&gt;
[[Category: Specialisms]]&lt;br /&gt;
[[Category: Characters]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Skills&amp;diff=2298</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Skills&amp;diff=2298"/>
		<updated>2011-02-13T22:05:05Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Characters]] are able to learn a variety of skills.  Some similar skills can be grouped together, and in these cases a [[characters|character]] with a specific skill in a group will be able to perform the other skills in the group at a reduced proficiency (approximately 50%).&lt;br /&gt;
&lt;br /&gt;
Each character will be better at improving in some skills than others, and not necessarily in the best skill they started out with.&lt;br /&gt;
&lt;br /&gt;
== Weapons Skills ==&lt;br /&gt;
* [[Gunnery]]&lt;br /&gt;
Used for shooting small and medium size weapons.&lt;br /&gt;
* [[Large Guns]]&lt;br /&gt;
Used for large and heavy weapons.&lt;br /&gt;
* [[Handguns]]&lt;br /&gt;
[[Pedestrian Weapons|Pedestrian weapons]] are weapons the characters carry and can equip when on foot.&lt;br /&gt;
&lt;br /&gt;
== Driving Skills ==&lt;br /&gt;
* [[Driving]]&lt;br /&gt;
Used for piloting small to medium sized vehicles.&lt;br /&gt;
&lt;br /&gt;
Note that the driving skill is one of the slowest skills to improve.  Improvement is based on the number of driving turns that occurred in combat.&lt;br /&gt;
&lt;br /&gt;
* [[Trucker]]&lt;br /&gt;
Used for piloting larger trucks (anything with a bulk capacity over 500).&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes. Not implemented, but can be trained.&lt;br /&gt;
&lt;br /&gt;
== Psionic Skills ==&lt;br /&gt;
* [[Mind Control]]: A number of useful effects can be achieved by this specialism which affects characters other than the Psi themselves:&lt;br /&gt;
**Psionic Mask - Convince enemy that your gang isn’t who they think it is in combat (so you don’t lose any faction rep. for injuring them)&lt;br /&gt;
**Terror – adds stress to nearby enemies (works better if you’re out of a car)&lt;br /&gt;
**Tranquility – reduces stress in nearby friends (again, a tin can around you reduces effectiveness) &lt;br /&gt;
*[[Telekinesis]]: The psionic ability to push and throw objects from a distance:&lt;br /&gt;
**Mutant Mind-Push – lets you apply a force to a vehicle, ped or creature (works better if they’re close)&lt;br /&gt;
**Whirlwind – blows up a brief cloud of dust which operates like a smokescreen; works better on dusty ground &lt;br /&gt;
*[[Pyrokinesis]]: The psionic ability to set cars, pedestrians and animals on fire. Nuff said. Note that peds and creatures can now also catch fire when hit by flaming weapons.&lt;br /&gt;
*[[Electromagnetic Pulse]]: Sends out an EMP which affects electronically-controlled weapons and V8/V12 engines within range, causing them to malfunction. Since it works by focusing solar radiation, it is stronger in the summer and especially when there is a strong green aurora.&lt;br /&gt;
*[[Defensive Energy]]: Psionically-constructed `hard air` barriers can protect the individual or their vehicle (operates as two separate skills, the vehicular one is harder to succeed with).&lt;br /&gt;
&lt;br /&gt;
Any effects that can operate at a distance do so at reduced effect the further the target is from the Psi character.&lt;br /&gt;
&lt;br /&gt;
== Misc. Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Leadership]]&lt;br /&gt;
Ability to lead others to battle and bolster their morale.&lt;br /&gt;
&lt;br /&gt;
* [[Courage]]&lt;br /&gt;
High courage characters less likely to surrender in events.&lt;br /&gt;
&lt;br /&gt;
* [[Ballistics]]&lt;br /&gt;
Used for artillery weapons.&lt;br /&gt;
Not grouped with other weapon skills&amp;lt;ref&amp;gt;http://dark-wind.com/forums2/index.php?a=topic&amp;amp;t=1562&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
Used for repairing and salvaging vehicles.&lt;br /&gt;
&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
Used for helping with the immediate effects of injuries.&lt;br /&gt;
&lt;br /&gt;
* [[Scouting]]&lt;br /&gt;
Helps evading the most dangerous [[pirates]] when [[travel|traveling]] and shifts the odds a bit more to your favour in [[scouting|scouts]]&lt;br /&gt;
&lt;br /&gt;
== Not yet implemented ==&lt;br /&gt;
&lt;br /&gt;
Even though these skills may show up on your characters it's not possible to use them yet.&lt;br /&gt;
&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removed Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Martial Arts]]&lt;br /&gt;
Ability to fight in unarmed melee combat, was removed in favour of the scouting skill&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
Characters train a small amount in the skill of your choosing every week.  This ranges from zero to two points generally.  If the skill is a specialty of the town it can go up to 3 points.  For example Badlands has no training center, but large guns still train better than other skills.  Using a training centre can raise the limit per week to five points.  Using the training centres located in [[Somerset]] and [[Elmsfield]] for specific skills vastly improves the amount of skill they gain.  For example, a driver in Somerset can train up to eight points in a week.  The training centre in Somerset is especially adept at teaching Driving and Cycling, while Elmsfield is more focused on First Aid. Texan and Sarsfield claim to be proficient in Mechanic.&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Training&amp;lt;br&amp;gt;Maximums !! NO Training&amp;lt;br&amp;gt;Center !! Training&amp;lt;br&amp;gt;Center  &lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Not Specialty &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 5&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Specialty &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Training Locations !! Training&amp;lt;br&amp;gt;Center? !! Specialties  &lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Somerset &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Y&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Driving&amp;lt;br&amp;gt;Cycling&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Elmsfield &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Y&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| First Aid&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Gateway Truckstop &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| N&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Gunnery&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Badlands Truckstop &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| N&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Large Guns&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Firelight &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| N&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Psionics&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Shantyville &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| N&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Driving&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Texan &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Y&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Mechanic&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Sarsfield &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Y&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Mechanic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All characters are able to learn all skills to some extent, for the skill to show up in their character sheet they need to have at least 10 points in it.&lt;br /&gt;
&lt;br /&gt;
Training occurs weekly at '''04:00 GMT Friday''' mornings.&lt;br /&gt;
&lt;br /&gt;
=== When Training Hits ===&lt;br /&gt;
Characters do not have to be in a town with a Training Centre to benefit from weekly training, so long has they have registered at a Training Centre. &lt;br /&gt;
The amount of benefit a character receives from the Training Centre is based in part on how much time he/she has spent traveling; the more time traveling, the less time training.&lt;br /&gt;
&lt;br /&gt;
Characters receive training based on the last town they were in, so if they are traveling from Gateway to Somerset when the week changes, they get training as if they were in Gateway.&lt;br /&gt;
&lt;br /&gt;
How much time a character has spent traveling can be seen in his or her Character Detail Sheet.&lt;br /&gt;
&lt;br /&gt;
=== Training Form ===&lt;br /&gt;
Training effectiveness is also affected by a character's current ''training form''.  This condition fluctuates over a period of several weeks or even months, and represents a character's ability to absorb and retain the training materials.  A character who appears to be training poorly may not do so indefinitely; a character might get stuck in a rut, but that doesn't mean he/she won't start training well again&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=2830&amp;lt;/ref&amp;gt;.  This condition is not visible to the gang owner.&lt;br /&gt;
&lt;br /&gt;
==== The Math ====&lt;br /&gt;
Training Form is a multiplier in the range of 0.4 to 2.0. The weekly training of each character is multiplied by the Training Form value to determine how much skill they learn.&lt;br /&gt;
&lt;br /&gt;
Each character's Training Form is randomly modified every week by +/- 0.3. There is also a -0.02 modifier that slowly degrades training over time.  The Form will never go above 2 or fall below 0.4. &lt;br /&gt;
&lt;br /&gt;
Each rank of [[leadership|Motivator]] gives a 0.05 bonus to Training Form for characters in the same town as the Motivator. For example, a level 5 Motivator provides a 0.25 point bonus to every character in town with him.&lt;br /&gt;
&lt;br /&gt;
== Leveling Through Use ==&lt;br /&gt;
Characters can level skills while on [[encounters|wilderness encounters]], and the more dangerous the region the more effective field training is. Also, the lower the character's skill, the more effective field training is. Therefore, low skilled characters generally level faster (even in Somerset) and higher skilled characters should move to more dangerous regions to keep their field training going well. All field training skills are affected: weapons, driving, trucker, courage, first aid, mechanic, leadership.&lt;br /&gt;
&lt;br /&gt;
All skills also level when used in events, however, not all characters will use their skills.  Obviously, if a character is firing a weapon, the chance their skill with that weapon will increase is high.&lt;br /&gt;
&lt;br /&gt;
Mechanics and scouts are a little different.  The highest level Mechanic and Scout present in the event will receive the most training, however, the highest Mechanic and Scout of '''each gang''' will also receive some training as well.&lt;br /&gt;
&lt;br /&gt;
First Aid is a bit different in that if the scout is successful (ends in a Looting Phase) the character with the highest skill in the '''entire squad''' may level his First Aid skill. If the scout is unsuccessful (the players' cars escape), then the character with the highest First Aid in '''each car''' may level his First Aid skill.  This simulates the behavior that when escaping, cars will scatter and regroup later, in which case the best medic immediately available is pressed into service.&lt;br /&gt;
&lt;br /&gt;
For more active players this should usually amount to more than what they gain through weekly training.&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
Exact requirements of leveling through use.&lt;br /&gt;
&lt;br /&gt;
=== Floating Point Notice ===&lt;br /&gt;
&amp;lt;del&amp;gt;The skill levels on the character sheet are only approximations rounded to their nearest integer value (So 49.5 becomes 50) for example.&lt;br /&gt;
&lt;br /&gt;
It's the source of some confusion as you're not able to nickname or buy specialisms for characters who are close enough to show up as having 40 or 50 skill but aren't actually eligible.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is no longer the case as skills are now rounded down.  This is causing some confusion of its own because players are seeing an apparent 'skill loss'.&lt;br /&gt;
&lt;br /&gt;
== Skill Maximums ==&lt;br /&gt;
'''TODO:''' Explain skill maximums more.&lt;br /&gt;
&lt;br /&gt;
The average natural skill cap is supposed to be around 150 on the average, but characters that skilled are uncommon. Many large veteran gangs have only 2-4 people capped over 300, out of their 60+ gang members.  Skill caps above 400 may happen once (if at all) for the life of the whole gang.&lt;br /&gt;
&lt;br /&gt;
If you pay money to hire a character there is a slightly greater chance you will hire someone with a lower skill potential than if you used your leader to get a free hire&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=5595 Forum Discussion - see page 2&amp;lt;/ref&amp;gt;.  In other words, the free gang member each week has a slightly better chance to cap higher than bought gang members.&lt;br /&gt;
&lt;br /&gt;
A character's skill cap applies to all of that character's skills.  So, if a character hits his maximum in Gunnery at 94, he will hit that same maximum in any other skills he trains in.  A ganger may get another point in a skill once they hit the cap, due to rounding of the hidden 'cap' value.&lt;br /&gt;
&lt;br /&gt;
Leadership is not affected by the character's skill cap.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
'''TODO:''' Explain talented characters better&lt;br /&gt;
&lt;br /&gt;
Talented characters learn the skill(s?) they are talented in faster and don't reach their maximum skill cap nearly as fast as normal characters would.&lt;br /&gt;
&lt;br /&gt;
Talented characters could be able to level their chosen skill up to 300+ &lt;br /&gt;
&lt;br /&gt;
Characters who are recruited with &amp;gt;20 skill from taverns are very likely talented in that skill.&lt;br /&gt;
&lt;br /&gt;
== Skill Related Bonuses ==&lt;br /&gt;
&lt;br /&gt;
Besides being able to perform much better in their chosen skill highly skilled characters also enjoy a few interesting perks:&lt;br /&gt;
&lt;br /&gt;
* at '''30''' skill can yield [[bounties]] when killed if a bounty has been put on their gang, and their obituary will appear in the [[Darkwind Gazette]] should they perish.&lt;br /&gt;
* at '''40''' skill they can be given a nickname.&lt;br /&gt;
* for every '''50''' skill points they can learn a [[specialisms|specialism]] specific to that skill.&lt;br /&gt;
* at '''100''' skill their name will show up in the Darkwind Hall Of Fame should they die.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category:skills]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Skills&amp;diff=2297</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Skills&amp;diff=2297"/>
		<updated>2011-02-13T22:01:13Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Characters]] are able to learn a variety of skills.  Some similar skills can be grouped together, and in these cases a [[characters|character]] with a specific skill in a group will be able to perform the other skills in the group at a reduced proficiency (approximately 50%).&lt;br /&gt;
&lt;br /&gt;
Each character will be better at improving in some skills than others, and not necessarily in the best skill they started out with.&lt;br /&gt;
&lt;br /&gt;
== Weapons Skills ==&lt;br /&gt;
* [[Gunnery]]&lt;br /&gt;
Used for shooting small and medium size weapons.&lt;br /&gt;
* [[Large Guns]]&lt;br /&gt;
Used for large and heavy weapons.&lt;br /&gt;
* [[Handguns]]&lt;br /&gt;
[[Pedestrian Weapons|Pedestrian weapons]] are weapons the characters carry and can equip when on foot.&lt;br /&gt;
&lt;br /&gt;
== Driving Skills ==&lt;br /&gt;
* [[Driving]]&lt;br /&gt;
Used for piloting small to medium sized vehicles.&lt;br /&gt;
&lt;br /&gt;
Note that the driving skill is one of the slowest skills to improve.  Improvement is based on the number of driving turns that occurred in combat.&lt;br /&gt;
&lt;br /&gt;
* [[Trucker]]&lt;br /&gt;
Used for piloting larger trucks (anything with a bulk capacity over 500).&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes. Not implemented, but can be trained.&lt;br /&gt;
&lt;br /&gt;
== Psionic Skills ==&lt;br /&gt;
* [[Mind Control]]: A number of useful effects can be achieved by this specialism which affects characters other than the Psi themselves:&lt;br /&gt;
**Psionic Mask - Convince enemy that your gang isn’t who they think it is in combat (so you don’t lose any faction rep. for injuring them)&lt;br /&gt;
**Terror – adds stress to nearby enemies (works better if you’re out of a car)&lt;br /&gt;
**Tranquility – reduces stress in nearby friends (again, a tin can around you reduces effectiveness) &lt;br /&gt;
*[[Telekinesis]]: The psionic ability to push and throw objects from a distance:&lt;br /&gt;
**Mutant Mind-Push – lets you apply a force to a vehicle, ped or creature (works better if they’re close)&lt;br /&gt;
**Whirlwind – blows up a brief cloud of dust which operates like a smokescreen; works better on dusty ground &lt;br /&gt;
*[[Pyrokinesis]]: The psionic ability to set cars, pedestrians and animals on fire. Nuff said. Note that peds and creatures can now also catch fire when hit by flaming weapons.&lt;br /&gt;
*[[Electromagnetic Pulse]]: Sends out an EMP which affects electronically-controlled weapons and V8/V12 engines within range, causing them to malfunction. Since it works by focusing solar radiation, it is stronger in the summer and especially when there is a strong green aurora.&lt;br /&gt;
*[[Defensive Energy]]: Psionically-constructed `hard air` barriers can protect the individual or their vehicle (operates as two separate skills, the vehicular one is harder to succeed with).&lt;br /&gt;
&lt;br /&gt;
Any effects that can operate at a distance do so at reduced effect the further the target is from the Psi character.&lt;br /&gt;
&lt;br /&gt;
== Misc. Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Leadership]]&lt;br /&gt;
Ability to lead others to battle and bolster their morale.&lt;br /&gt;
&lt;br /&gt;
* [[Courage]]&lt;br /&gt;
High courage characters less likely to surrender in events.&lt;br /&gt;
&lt;br /&gt;
* [[Ballistics]]&lt;br /&gt;
Used for artillery weapons.&lt;br /&gt;
Not grouped with other weapon skills&amp;lt;ref&amp;gt;http://dark-wind.com/forums2/index.php?a=topic&amp;amp;t=1562&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
Used for repairing and salvaging vehicles.&lt;br /&gt;
&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
Used for helping with the immediate effects of injuries.&lt;br /&gt;
&lt;br /&gt;
* [[Scouting]]&lt;br /&gt;
Helps evading the most dangerous [[pirates]] when [[travel|traveling]] and shifts the odds a bit more to your favour in [[scouting|scouts]]&lt;br /&gt;
&lt;br /&gt;
== Not yet implemented ==&lt;br /&gt;
&lt;br /&gt;
Even though these skills may show up on your characters it's not possible to use them yet.&lt;br /&gt;
&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removed Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Martial Arts]]&lt;br /&gt;
Ability to fight in unarmed melee combat, was removed in favour of the scouting skill&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
Characters train a small amount in the skill of your choosing every week.  This ranges from zero to two points generally.  If the skill is a specialty of the town it can go up to 3 points.  For example Badlands has no training center, but large guns still train better than other skills.  Using a training centre can raise the limit per week to five points.  Using the training centres located in [[Somerset]] and [[Elmsfield]] for specific skills vastly improves the amount of skill they gain.  For example, a driver in Somerset can train up to eight points in a week.  The training centre in Somerset is especially adept at teaching Driving and Cycling, while Elmsfield is more focused on First Aid. Texan and Sarsfield claim to be proficient in Mechanic.&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Training&amp;lt;br&amp;gt;Maximums !! NO Training&amp;lt;br&amp;gt;Center !! Training&amp;lt;br&amp;gt;Center  &lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Not Specialty &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 5&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Specialty &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Training Locations !! Training&amp;lt;br&amp;gt;Center? !! Specialties  &lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Somerset &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Y&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Driving&amp;lt;br&amp;gt;Cycling&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Elmsfield &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Y&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Driving&amp;lt;br&amp;gt;Cycling&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Gateway Truckstop &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| N&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Gunnery&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Badlands Truckstop &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| N&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Large Guns&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Firelight &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| N&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Psionics&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Shantyville &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| N&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Driving&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Texan &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Y&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Mechanic&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Sarsfield &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Y&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Mechanic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All characters are able to learn all skills to some extent, for the skill to show up in their character sheet they need to have at least 10 points in it.&lt;br /&gt;
&lt;br /&gt;
Training occurs weekly at '''04:00 GMT Friday''' mornings.&lt;br /&gt;
&lt;br /&gt;
=== When Training Hits ===&lt;br /&gt;
Characters do not have to be in a town with a Training Centre to benefit from weekly training, so long has they have registered at a Training Centre. &lt;br /&gt;
The amount of benefit a character receives from the Training Centre is based in part on how much time he/she has spent traveling; the more time traveling, the less time training.&lt;br /&gt;
&lt;br /&gt;
Characters receive training based on the last town they were in, so if they are traveling from Gateway to Somerset when the week changes, they get training as if they were in Gateway.&lt;br /&gt;
&lt;br /&gt;
How much time a character has spent traveling can be seen in his or her Character Detail Sheet.&lt;br /&gt;
&lt;br /&gt;
=== Training Form ===&lt;br /&gt;
Training effectiveness is also affected by a character's current ''training form''.  This condition fluctuates over a period of several weeks or even months, and represents a character's ability to absorb and retain the training materials.  A character who appears to be training poorly may not do so indefinitely; a character might get stuck in a rut, but that doesn't mean he/she won't start training well again&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=2830&amp;lt;/ref&amp;gt;.  This condition is not visible to the gang owner.&lt;br /&gt;
&lt;br /&gt;
==== The Math ====&lt;br /&gt;
Training Form is a multiplier in the range of 0.4 to 2.0. The weekly training of each character is multiplied by the Training Form value to determine how much skill they learn.&lt;br /&gt;
&lt;br /&gt;
Each character's Training Form is randomly modified every week by +/- 0.3. There is also a -0.02 modifier that slowly degrades training over time.  The Form will never go above 2 or fall below 0.4. &lt;br /&gt;
&lt;br /&gt;
Each rank of [[leadership|Motivator]] gives a 0.05 bonus to Training Form for characters in the same town as the Motivator. For example, a level 5 Motivator provides a 0.25 point bonus to every character in town with him.&lt;br /&gt;
&lt;br /&gt;
== Leveling Through Use ==&lt;br /&gt;
Characters can level skills while on [[encounters|wilderness encounters]], and the more dangerous the region the more effective field training is. Also, the lower the character's skill, the more effective field training is. Therefore, low skilled characters generally level faster (even in Somerset) and higher skilled characters should move to more dangerous regions to keep their field training going well. All field training skills are affected: weapons, driving, trucker, courage, first aid, mechanic, leadership.&lt;br /&gt;
&lt;br /&gt;
All skills also level when used in events, however, not all characters will use their skills.  Obviously, if a character is firing a weapon, the chance their skill with that weapon will increase is high.&lt;br /&gt;
&lt;br /&gt;
Mechanics and scouts are a little different.  The highest level Mechanic and Scout present in the event will receive the most training, however, the highest Mechanic and Scout of '''each gang''' will also receive some training as well.&lt;br /&gt;
&lt;br /&gt;
First Aid is a bit different in that if the scout is successful (ends in a Looting Phase) the character with the highest skill in the '''entire squad''' may level his First Aid skill. If the scout is unsuccessful (the players' cars escape), then the character with the highest First Aid in '''each car''' may level his First Aid skill.  This simulates the behavior that when escaping, cars will scatter and regroup later, in which case the best medic immediately available is pressed into service.&lt;br /&gt;
&lt;br /&gt;
For more active players this should usually amount to more than what they gain through weekly training.&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
Exact requirements of leveling through use.&lt;br /&gt;
&lt;br /&gt;
=== Floating Point Notice ===&lt;br /&gt;
&amp;lt;del&amp;gt;The skill levels on the character sheet are only approximations rounded to their nearest integer value (So 49.5 becomes 50) for example.&lt;br /&gt;
&lt;br /&gt;
It's the source of some confusion as you're not able to nickname or buy specialisms for characters who are close enough to show up as having 40 or 50 skill but aren't actually eligible.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is no longer the case as skills are now rounded down.  This is causing some confusion of its own because players are seeing an apparent 'skill loss'.&lt;br /&gt;
&lt;br /&gt;
== Skill Maximums ==&lt;br /&gt;
'''TODO:''' Explain skill maximums more.&lt;br /&gt;
&lt;br /&gt;
The average natural skill cap is supposed to be around 150 on the average, but characters that skilled are uncommon. Many large veteran gangs have only 2-4 people capped over 300, out of their 60+ gang members.  Skill caps above 400 may happen once (if at all) for the life of the whole gang.&lt;br /&gt;
&lt;br /&gt;
If you pay money to hire a character there is a slightly greater chance you will hire someone with a lower skill potential than if you used your leader to get a free hire&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=5595 Forum Discussion - see page 2&amp;lt;/ref&amp;gt;.  In other words, the free gang member each week has a slightly better chance to cap higher than bought gang members.&lt;br /&gt;
&lt;br /&gt;
A character's skill cap applies to all of that character's skills.  So, if a character hits his maximum in Gunnery at 94, he will hit that same maximum in any other skills he trains in.  A ganger may get another point in a skill once they hit the cap, due to rounding of the hidden 'cap' value.&lt;br /&gt;
&lt;br /&gt;
Leadership is not affected by the character's skill cap.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
'''TODO:''' Explain talented characters better&lt;br /&gt;
&lt;br /&gt;
Talented characters learn the skill(s?) they are talented in faster and don't reach their maximum skill cap nearly as fast as normal characters would.&lt;br /&gt;
&lt;br /&gt;
Talented characters could be able to level their chosen skill up to 300+ &lt;br /&gt;
&lt;br /&gt;
Characters who are recruited with &amp;gt;20 skill from taverns are very likely talented in that skill.&lt;br /&gt;
&lt;br /&gt;
== Skill Related Bonuses ==&lt;br /&gt;
&lt;br /&gt;
Besides being able to perform much better in their chosen skill highly skilled characters also enjoy a few interesting perks:&lt;br /&gt;
&lt;br /&gt;
* at '''30''' skill can yield [[bounties]] when killed if a bounty has been put on their gang, and their obituary will appear in the [[Darkwind Gazette]] should they perish.&lt;br /&gt;
* at '''40''' skill they can be given a nickname.&lt;br /&gt;
* for every '''50''' skill points they can learn a [[specialisms|specialism]] specific to that skill.&lt;br /&gt;
* at '''100''' skill their name will show up in the Darkwind Hall Of Fame should they die.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category:skills]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Skills&amp;diff=2295</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Skills&amp;diff=2295"/>
		<updated>2011-02-13T21:54:47Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Leveling Through Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Characters]] are able to learn a variety of skills.  Some similar skills can be grouped together, and in these cases a [[characters|character]] with a specific skill in a group will be able to perform the other skills in the group at a reduced proficiency (approximately 50%).&lt;br /&gt;
&lt;br /&gt;
Each character will be better at improving in some skills than others, and not necessarily in the best skill they started out with.&lt;br /&gt;
&lt;br /&gt;
== Weapons Skills ==&lt;br /&gt;
* [[Gunnery]]&lt;br /&gt;
Used for shooting small and medium size weapons.&lt;br /&gt;
* [[Large Guns]]&lt;br /&gt;
Used for large and heavy weapons.&lt;br /&gt;
* [[Handguns]]&lt;br /&gt;
[[Pedestrian Weapons|Pedestrian weapons]] are weapons the characters carry and can equip when on foot.&lt;br /&gt;
&lt;br /&gt;
== Driving Skills ==&lt;br /&gt;
* [[Driving]]&lt;br /&gt;
Used for piloting small to medium sized vehicles.&lt;br /&gt;
&lt;br /&gt;
Note that the driving skill is one of the slowest skills to improve.  Improvement is based on the number of driving turns that occurred in combat.&lt;br /&gt;
&lt;br /&gt;
* [[Trucker]]&lt;br /&gt;
Used for piloting larger trucks (anything with a bulk capacity over 500).&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes. Not implemented, but can be trained.&lt;br /&gt;
&lt;br /&gt;
== Psionic Skills ==&lt;br /&gt;
* [[Mind Control]]: A number of useful effects can be achieved by this specialism which affects characters other than the Psi themselves:&lt;br /&gt;
**Psionic Mask - Convince enemy that your gang isn’t who they think it is in combat (so you don’t lose any faction rep. for injuring them)&lt;br /&gt;
**Terror – adds stress to nearby enemies (works better if you’re out of a car)&lt;br /&gt;
**Tranquility – reduces stress in nearby friends (again, a tin can around you reduces effectiveness) &lt;br /&gt;
*[[Telekinesis]]: The psionic ability to push and throw objects from a distance:&lt;br /&gt;
**Mutant Mind-Push – lets you apply a force to a vehicle, ped or creature (works better if they’re close)&lt;br /&gt;
**Whirlwind – blows up a brief cloud of dust which operates like a smokescreen; works better on dusty ground &lt;br /&gt;
*[[Pyrokinesis]]: The psionic ability to set cars, pedestrians and animals on fire. Nuff said. Note that peds and creatures can now also catch fire when hit by flaming weapons.&lt;br /&gt;
*[[Electromagnetic Pulse]]: Sends out an EMP which affects electronically-controlled weapons and V8/V12 engines within range, causing them to malfunction. Since it works by focusing solar radiation, it is stronger in the summer and especially when there is a strong green aurora.&lt;br /&gt;
*[[Defensive Energy]]: Psionically-constructed `hard air` barriers can protect the individual or their vehicle (operates as two separate skills, the vehicular one is harder to succeed with).&lt;br /&gt;
&lt;br /&gt;
Any effects that can operate at a distance do so at reduced effect the further the target is from the Psi character.&lt;br /&gt;
&lt;br /&gt;
== Misc. Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Leadership]]&lt;br /&gt;
Ability to lead others to battle and bolster their morale.&lt;br /&gt;
&lt;br /&gt;
* [[Courage]]&lt;br /&gt;
High courage characters less likely to surrender in events.&lt;br /&gt;
&lt;br /&gt;
* [[Ballistics]]&lt;br /&gt;
Used for artillery weapons.&lt;br /&gt;
Not grouped with other weapon skills&amp;lt;ref&amp;gt;http://dark-wind.com/forums2/index.php?a=topic&amp;amp;t=1562&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
Used for repairing and salvaging vehicles.&lt;br /&gt;
&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
Used for helping with the immediate effects of injuries.&lt;br /&gt;
&lt;br /&gt;
* [[Scouting]]&lt;br /&gt;
Helps evading the most dangerous [[pirates]] when [[travel|traveling]] and shifts the odds a bit more to your favour in [[scouting|scouts]]&lt;br /&gt;
&lt;br /&gt;
== Not yet implemented ==&lt;br /&gt;
&lt;br /&gt;
Even though these skills may show up on your characters it's not possible to use them yet.&lt;br /&gt;
&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removed Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Martial Arts]]&lt;br /&gt;
Ability to fight in unarmed melee combat, was removed in favour of the scouting skill&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
Characters train a small amount in the skill of your choosing every week.  This ranges from zero to two points generally.  If the skill is a specialty of the town it can go up to 3 points.  For example Badlands has no training center, but large guns still train better than other skills.  Using a training centre can raise the limit per week to five points.  Using the training centres located in [[Somerset]] and [[Elmsfield]] for specific skills vastly improves the amount of skill they gain.  For example, a driver in Somerset can train up to eight points in a week.  The training centre in Somerset is especially adept at teaching Driving and Cycling, while Elmsfield is more focused on First Aid. Texan and Sarsfield claim to be proficient in Mechanic.&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Training&amp;lt;br&amp;gt;Maximums !! NO Training&amp;lt;br&amp;gt;Center !! Training&amp;lt;br&amp;gt;Center  &lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Not Specialty &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 5&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Specialty &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All characters are able to learn all skills to some extent, for the skill to show up in their character sheet they need to have at least 10 points in it.&lt;br /&gt;
&lt;br /&gt;
Training occurs weekly at '''04:00 GMT Friday''' mornings.&lt;br /&gt;
&lt;br /&gt;
=== When Training Hits ===&lt;br /&gt;
Characters do not have to be in a town with a Training Centre to benefit from weekly training, so long has they have registered at a Training Centre. &lt;br /&gt;
The amount of benefit a character receives from the Training Centre is based in part on how much time he/she has spent traveling; the more time traveling, the less time training.&lt;br /&gt;
&lt;br /&gt;
Characters receive training based on the last town they were in, so if they are traveling from Gateway to Somerset when the week changes, they get training as if they were in Gateway.&lt;br /&gt;
&lt;br /&gt;
How much time a character has spent traveling can be seen in his or her Character Detail Sheet.&lt;br /&gt;
&lt;br /&gt;
=== Training Form ===&lt;br /&gt;
Training effectiveness is also affected by a character's current ''training form''.  This condition fluctuates over a period of several weeks or even months, and represents a character's ability to absorb and retain the training materials.  A character who appears to be training poorly may not do so indefinitely; a character might get stuck in a rut, but that doesn't mean he/she won't start training well again&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=2830&amp;lt;/ref&amp;gt;.  This condition is not visible to the gang owner.&lt;br /&gt;
&lt;br /&gt;
==== The Math ====&lt;br /&gt;
Training Form is a multiplier in the range of 0.4 to 2.0. The weekly training of each character is multiplied by the Training Form value to determine how much skill they learn.&lt;br /&gt;
&lt;br /&gt;
Each character's Training Form is randomly modified every week by +/- 0.3. There is also a -0.02 modifier that slowly degrades training over time.  The Form will never go above 2 or fall below 0.4. &lt;br /&gt;
&lt;br /&gt;
Each rank of [[leadership|Motivator]] gives a 0.05 bonus to Training Form for characters in the same town as the Motivator. For example, a level 5 Motivator provides a 0.25 point bonus to every character in town with him.&lt;br /&gt;
&lt;br /&gt;
== Leveling Through Use ==&lt;br /&gt;
Characters can level skills while on [[encounters|wilderness encounters]], and the more dangerous the region the more effective field training is. Also, the lower the character's skill, the more effective field training is. Therefore, low skilled characters generally level faster (even in Somerset) and that higher skilled characters have to move to more dangerous regions to keep their field training going well. All field training skills are affected: weapons, driving, trucker, courage, first aid, mechanic, leadership.&lt;br /&gt;
&lt;br /&gt;
All skills also level when used in events, however, not all characters will use their skills.  Obviously, if a character is firing a weapon, the chance their skill with that weapon will increase is high.&lt;br /&gt;
&lt;br /&gt;
Mechanics and scouts are a little different.  The highest level Mechanic and Scout present in the event will receive the most training, however, the highest Mechanic and Scout of '''each gang''' will also receive some training as well.&lt;br /&gt;
&lt;br /&gt;
First Aid is a bit different in that if the scout is successful (ends in a Looting Phase) the character with the highest skill in the '''entire squad''' may level his First Aid skill. If the scout is unsuccessful (the players' cars escape), then the character with the highest First Aid in '''each car''' may level his First Aid skill.  This simulates the behavior that when escaping, cars will scatter and regroup later, in which case the best medic immediately available is pressed into service.&lt;br /&gt;
&lt;br /&gt;
For more active players this should usually amount to more than what they gain through weekly training.&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
Exact requirements of leveling through use.&lt;br /&gt;
&lt;br /&gt;
=== Floating Point Notice ===&lt;br /&gt;
&amp;lt;del&amp;gt;The skill levels on the character sheet are only approximations rounded to their nearest integer value (So 49.5 becomes 50) for example.&lt;br /&gt;
&lt;br /&gt;
It's the source of some confusion as you're not able to nickname or buy specialisms for characters who are close enough to show up as having 40 or 50 skill but aren't actually eligible.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is no longer the case as skills are now rounded down.  This is causing some confusion of its own because players are seeing an apparent 'skill loss'.&lt;br /&gt;
&lt;br /&gt;
== Skill Maximums ==&lt;br /&gt;
'''TODO:''' Explain skill maximums more.&lt;br /&gt;
&lt;br /&gt;
The average natural skill cap is supposed to be around 150 on the average, but characters that skilled are uncommon. Many large veteran gangs have only 2-4 people capped over 300, out of their 60+ gang members.  Skill caps above 400 may happen once (if at all) for the life of the whole gang.&lt;br /&gt;
&lt;br /&gt;
If you pay money to hire a character there is a slightly greater chance you will hire someone with a lower skill potential than if you used your leader to get a free hire&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=5595 Forum Discussion - see page 2&amp;lt;/ref&amp;gt;.  In other words, the free gang member each week has a slightly better chance to cap higher than bought gang members.&lt;br /&gt;
&lt;br /&gt;
A character's skill cap applies to all of that character's skills.  So, if a character hits his maximum in Gunnery at 94, he will hit that same maximum in any other skills he trains in.  A ganger may get another point in a skill once they hit the cap, due to rounding of the hidden 'cap' value.&lt;br /&gt;
&lt;br /&gt;
Leadership is not affected by the character's skill cap.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
'''TODO:''' Explain talented characters better&lt;br /&gt;
&lt;br /&gt;
Talented characters learn the skill(s?) they are talented in faster and don't reach their maximum skill cap nearly as fast as normal characters would.&lt;br /&gt;
&lt;br /&gt;
Talented characters could be able to level their chosen skill up to 300+ &lt;br /&gt;
&lt;br /&gt;
Characters who are recruited with &amp;gt;20 skill from taverns are very likely talented in that skill.&lt;br /&gt;
&lt;br /&gt;
== Skill Related Bonuses ==&lt;br /&gt;
&lt;br /&gt;
Besides being able to perform much better in their chosen skill highly skilled characters also enjoy a few interesting perks:&lt;br /&gt;
&lt;br /&gt;
* at '''30''' skill can yield [[bounties]] when killed if a bounty has been put on their gang, and their obituary will appear in the [[Darkwind Gazette]] should they perish.&lt;br /&gt;
* at '''40''' skill they can be given a nickname.&lt;br /&gt;
* for every '''50''' skill points they can learn a [[specialisms|specialism]] specific to that skill.&lt;br /&gt;
* at '''100''' skill their name will show up in the Darkwind Hall Of Fame should they die.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category:skills]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Skills&amp;diff=2294</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Skills&amp;diff=2294"/>
		<updated>2011-02-13T18:19:19Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Leveling Through Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Characters]] are able to learn a variety of skills.  Some similar skills can be grouped together, and in these cases a [[characters|character]] with a specific skill in a group will be able to perform the other skills in the group at a reduced proficiency (approximately 50%).&lt;br /&gt;
&lt;br /&gt;
Each character will be better at improving in some skills than others, and not necessarily in the best skill they started out with.&lt;br /&gt;
&lt;br /&gt;
== Weapons Skills ==&lt;br /&gt;
* [[Gunnery]]&lt;br /&gt;
Used for shooting small and medium size weapons.&lt;br /&gt;
* [[Large Guns]]&lt;br /&gt;
Used for large and heavy weapons.&lt;br /&gt;
* [[Handguns]]&lt;br /&gt;
[[Pedestrian Weapons|Pedestrian weapons]] are weapons the characters carry and can equip when on foot.&lt;br /&gt;
&lt;br /&gt;
== Driving Skills ==&lt;br /&gt;
* [[Driving]]&lt;br /&gt;
Used for piloting small to medium sized vehicles.&lt;br /&gt;
&lt;br /&gt;
Note that the driving skill is one of the slowest skills to improve.  Improvement is based on the number of driving turns that occurred in combat.&lt;br /&gt;
&lt;br /&gt;
* [[Trucker]]&lt;br /&gt;
Used for piloting larger trucks (anything with a bulk capacity over 500).&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes. Not implemented, but can be trained.&lt;br /&gt;
&lt;br /&gt;
== Psionic Skills ==&lt;br /&gt;
* [[Mind Control]]: A number of useful effects can be achieved by this specialism which affects characters other than the Psi themselves:&lt;br /&gt;
**Psionic Mask - Convince enemy that your gang isn’t who they think it is in combat (so you don’t lose any faction rep. for injuring them)&lt;br /&gt;
**Terror – adds stress to nearby enemies (works better if you’re out of a car)&lt;br /&gt;
**Tranquility – reduces stress in nearby friends (again, a tin can around you reduces effectiveness) &lt;br /&gt;
*[[Telekinesis]]: The psionic ability to push and throw objects from a distance:&lt;br /&gt;
**Mutant Mind-Push – lets you apply a force to a vehicle, ped or creature (works better if they’re close)&lt;br /&gt;
**Whirlwind – blows up a brief cloud of dust which operates like a smokescreen; works better on dusty ground &lt;br /&gt;
*[[Pyrokinesis]]: The psionic ability to set cars, pedestrians and animals on fire. Nuff said. Note that peds and creatures can now also catch fire when hit by flaming weapons.&lt;br /&gt;
*[[Electromagnetic Pulse]]: Sends out an EMP which affects electronically-controlled weapons and V8/V12 engines within range, causing them to malfunction. Since it works by focusing solar radiation, it is stronger in the summer and especially when there is a strong green aurora.&lt;br /&gt;
*[[Defensive Energy]]: Psionically-constructed `hard air` barriers can protect the individual or their vehicle (operates as two separate skills, the vehicular one is harder to succeed with).&lt;br /&gt;
&lt;br /&gt;
Any effects that can operate at a distance do so at reduced effect the further the target is from the Psi character.&lt;br /&gt;
&lt;br /&gt;
== Misc. Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Leadership]]&lt;br /&gt;
Ability to lead others to battle and bolster their morale.&lt;br /&gt;
&lt;br /&gt;
* [[Courage]]&lt;br /&gt;
High courage characters less likely to surrender in events.&lt;br /&gt;
&lt;br /&gt;
* [[Ballistics]]&lt;br /&gt;
Used for artillery weapons.&lt;br /&gt;
Not grouped with other weapon skills&amp;lt;ref&amp;gt;http://dark-wind.com/forums2/index.php?a=topic&amp;amp;t=1562&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
Used for repairing and salvaging vehicles.&lt;br /&gt;
&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
Used for helping with the immediate effects of injuries.&lt;br /&gt;
&lt;br /&gt;
* [[Scouting]]&lt;br /&gt;
Helps evading the most dangerous [[pirates]] when [[travel|traveling]] and shifts the odds a bit more to your favour in [[scouting|scouts]]&lt;br /&gt;
&lt;br /&gt;
== Not yet implemented ==&lt;br /&gt;
&lt;br /&gt;
Even though these skills may show up on your characters it's not possible to use them yet.&lt;br /&gt;
&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removed Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Martial Arts]]&lt;br /&gt;
Ability to fight in unarmed melee combat, was removed in favour of the scouting skill&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
Characters train a small amount in the skill of your choosing every week.  This ranges from zero to two points generally.  If the skill is a specialty of the town it can go up to 3 points.  For example Badlands has no training center, but large guns still train better than other skills.  Using a training centre can raise the limit per week to five points.  Using the training centres located in [[Somerset]] and [[Elmsfield]] for specific skills vastly improves the amount of skill they gain.  For example, a driver in Somerset can train up to eight points in a week.  The training centre in Somerset is especially adept at teaching Driving and Cycling, while Elmsfield is more focused on First Aid. Texan and Sarsfield claim to be proficient in Mechanic.&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Training&amp;lt;br&amp;gt;Maximums !! NO Training&amp;lt;br&amp;gt;Center !! Training&amp;lt;br&amp;gt;Center  &lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Not Specialty &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 5&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Specialty &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All characters are able to learn all skills to some extent, for the skill to show up in their character sheet they need to have at least 10 points in it.&lt;br /&gt;
&lt;br /&gt;
Training occurs weekly at '''04:00 GMT Friday''' mornings.&lt;br /&gt;
&lt;br /&gt;
=== When Training Hits ===&lt;br /&gt;
Characters do not have to be in a town with a Training Centre to benefit from weekly training, so long has they have registered at a Training Centre. &lt;br /&gt;
The amount of benefit a character receives from the Training Centre is based in part on how much time he/she has spent traveling; the more time traveling, the less time training.&lt;br /&gt;
&lt;br /&gt;
Characters receive training based on the last town they were in, so if they are traveling from Gateway to Somerset when the week changes, they get training as if they were in Gateway.&lt;br /&gt;
&lt;br /&gt;
How much time a character has spent traveling can be seen in his or her Character Detail Sheet.&lt;br /&gt;
&lt;br /&gt;
=== Training Form ===&lt;br /&gt;
Training effectiveness is also affected by a character's current ''training form''.  This condition fluctuates over a period of several weeks or even months, and represents a character's ability to absorb and retain the training materials.  A character who appears to be training poorly may not do so indefinitely; a character might get stuck in a rut, but that doesn't mean he/she won't start training well again&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=2830&amp;lt;/ref&amp;gt;.  This condition is not visible to the gang owner.&lt;br /&gt;
&lt;br /&gt;
==== The Math ====&lt;br /&gt;
Training Form is a multiplier in the range of 0.4 to 2.0. The weekly training of each character is multiplied by the Training Form value to determine how much skill they learn.&lt;br /&gt;
&lt;br /&gt;
Each character's Training Form is randomly modified every week by +/- 0.3. There is also a -0.02 modifier that slowly degrades training over time.  The Form will never go above 2 or fall below 0.4. &lt;br /&gt;
&lt;br /&gt;
Each rank of [[leadership|Motivator]] gives a 0.05 bonus to Training Form for characters in the same town as the Motivator. For example, a level 5 Motivator provides a 0.25 point bonus to every character in town with him.&lt;br /&gt;
&lt;br /&gt;
== Leveling Through Use ==&lt;br /&gt;
Characters can level skills while on [[encounters|wilderness encounters]], and the more dangerous the region the more effective field training is. Also, the lower the character's skill, the more effective field training is. &lt;br /&gt;
&lt;br /&gt;
Therefore, low skilled characters generally level faster (even in Somerset) and that higher skilled characters have to move to more dangerous regions to keep their field training going well. &lt;br /&gt;
&lt;br /&gt;
All field training skills are affected: weapons, driving, trucker, courage, first aid, mechanic, leadership.&lt;br /&gt;
&lt;br /&gt;
All skills also level when used in events, however, not all characters will use their skills.  Obviously, if a character is firing a weapon, the chance their skill with that weapon will increase is high.&lt;br /&gt;
&lt;br /&gt;
Mechanics and scouts are a little different.  The highest level Mechanic and Scout present in the event will receive the most training, however, the highest Mechanic and Scout of '''each gang''' will also receive some training as well.&lt;br /&gt;
&lt;br /&gt;
First Aid is a bit different in that if the scout is successful (ends in a Looting Phase) the character with the highest skill in the '''entire squad''' may level his First Aid skill. If the scout is unsuccessful (the players' cars escape), then the character with the highest First Aid in '''each car''' may level his First Aid skill.  This simulates the behavior that when escaping, cars will scatter and regroup later, in which case the best medic immediately available is pressed into service.&lt;br /&gt;
&lt;br /&gt;
For more active players this should usually amount to more than what they gain through weekly training.&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
Exact requirements of leveling through use.&lt;br /&gt;
&lt;br /&gt;
=== Floating Point Notice ===&lt;br /&gt;
&amp;lt;del&amp;gt;The skill levels on the character sheet are only approximations rounded to their nearest integer value (So 49.5 becomes 50) for example.&lt;br /&gt;
&lt;br /&gt;
It's the source of some confusion as you're not able to nickname or buy specialisms for characters who are close enough to show up as having 40 or 50 skill but aren't actually eligible.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is no longer the case as skills are now rounded down.  This is causing some confusion of its own because players are seeing an apparent 'skill loss'.&lt;br /&gt;
&lt;br /&gt;
== Skill Maximums ==&lt;br /&gt;
'''TODO:''' Explain skill maximums more.&lt;br /&gt;
&lt;br /&gt;
The average natural skill cap is supposed to be around 150 on the average, but characters that skilled are uncommon. Many large veteran gangs have only 2-4 people capped over 300, out of their 60+ gang members.  Skill caps above 400 may happen once (if at all) for the life of the whole gang.&lt;br /&gt;
&lt;br /&gt;
If you pay money to hire a character there is a slightly greater chance you will hire someone with a lower skill potential than if you used your leader to get a free hire&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=5595 Forum Discussion - see page 2&amp;lt;/ref&amp;gt;.  In other words, the free gang member each week has a slightly better chance to cap higher than bought gang members.&lt;br /&gt;
&lt;br /&gt;
A character's skill cap applies to all of that character's skills.  So, if a character hits his maximum in Gunnery at 94, he will hit that same maximum in any other skills he trains in.  A ganger may get another point in a skill once they hit the cap, due to rounding of the hidden 'cap' value.&lt;br /&gt;
&lt;br /&gt;
Leadership is not affected by the character's skill cap.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
'''TODO:''' Explain talented characters better&lt;br /&gt;
&lt;br /&gt;
Talented characters learn the skill(s?) they are talented in faster and don't reach their maximum skill cap nearly as fast as normal characters would.&lt;br /&gt;
&lt;br /&gt;
Talented characters could be able to level their chosen skill up to 300+ &lt;br /&gt;
&lt;br /&gt;
Characters who are recruited with &amp;gt;20 skill from taverns are very likely talented in that skill.&lt;br /&gt;
&lt;br /&gt;
== Skill Related Bonuses ==&lt;br /&gt;
&lt;br /&gt;
Besides being able to perform much better in their chosen skill highly skilled characters also enjoy a few interesting perks:&lt;br /&gt;
&lt;br /&gt;
* at '''30''' skill can yield [[bounties]] when killed if a bounty has been put on their gang, and their obituary will appear in the [[Darkwind Gazette]] should they perish.&lt;br /&gt;
* at '''40''' skill they can be given a nickname.&lt;br /&gt;
* for every '''50''' skill points they can learn a [[specialisms|specialism]] specific to that skill.&lt;br /&gt;
* at '''100''' skill their name will show up in the Darkwind Hall Of Fame should they die.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category:skills]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Skills&amp;diff=2293</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Skills&amp;diff=2293"/>
		<updated>2011-02-13T18:18:05Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Characters]] are able to learn a variety of skills.  Some similar skills can be grouped together, and in these cases a [[characters|character]] with a specific skill in a group will be able to perform the other skills in the group at a reduced proficiency (approximately 50%).&lt;br /&gt;
&lt;br /&gt;
Each character will be better at improving in some skills than others, and not necessarily in the best skill they started out with.&lt;br /&gt;
&lt;br /&gt;
== Weapons Skills ==&lt;br /&gt;
* [[Gunnery]]&lt;br /&gt;
Used for shooting small and medium size weapons.&lt;br /&gt;
* [[Large Guns]]&lt;br /&gt;
Used for large and heavy weapons.&lt;br /&gt;
* [[Handguns]]&lt;br /&gt;
[[Pedestrian Weapons|Pedestrian weapons]] are weapons the characters carry and can equip when on foot.&lt;br /&gt;
&lt;br /&gt;
== Driving Skills ==&lt;br /&gt;
* [[Driving]]&lt;br /&gt;
Used for piloting small to medium sized vehicles.&lt;br /&gt;
&lt;br /&gt;
Note that the driving skill is one of the slowest skills to improve.  Improvement is based on the number of driving turns that occurred in combat.&lt;br /&gt;
&lt;br /&gt;
* [[Trucker]]&lt;br /&gt;
Used for piloting larger trucks (anything with a bulk capacity over 500).&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes. Not implemented, but can be trained.&lt;br /&gt;
&lt;br /&gt;
== Psionic Skills ==&lt;br /&gt;
* [[Mind Control]]: A number of useful effects can be achieved by this specialism which affects characters other than the Psi themselves:&lt;br /&gt;
**Psionic Mask - Convince enemy that your gang isn’t who they think it is in combat (so you don’t lose any faction rep. for injuring them)&lt;br /&gt;
**Terror – adds stress to nearby enemies (works better if you’re out of a car)&lt;br /&gt;
**Tranquility – reduces stress in nearby friends (again, a tin can around you reduces effectiveness) &lt;br /&gt;
*[[Telekinesis]]: The psionic ability to push and throw objects from a distance:&lt;br /&gt;
**Mutant Mind-Push – lets you apply a force to a vehicle, ped or creature (works better if they’re close)&lt;br /&gt;
**Whirlwind – blows up a brief cloud of dust which operates like a smokescreen; works better on dusty ground &lt;br /&gt;
*[[Pyrokinesis]]: The psionic ability to set cars, pedestrians and animals on fire. Nuff said. Note that peds and creatures can now also catch fire when hit by flaming weapons.&lt;br /&gt;
*[[Electromagnetic Pulse]]: Sends out an EMP which affects electronically-controlled weapons and V8/V12 engines within range, causing them to malfunction. Since it works by focusing solar radiation, it is stronger in the summer and especially when there is a strong green aurora.&lt;br /&gt;
*[[Defensive Energy]]: Psionically-constructed `hard air` barriers can protect the individual or their vehicle (operates as two separate skills, the vehicular one is harder to succeed with).&lt;br /&gt;
&lt;br /&gt;
Any effects that can operate at a distance do so at reduced effect the further the target is from the Psi character.&lt;br /&gt;
&lt;br /&gt;
== Misc. Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Leadership]]&lt;br /&gt;
Ability to lead others to battle and bolster their morale.&lt;br /&gt;
&lt;br /&gt;
* [[Courage]]&lt;br /&gt;
High courage characters less likely to surrender in events.&lt;br /&gt;
&lt;br /&gt;
* [[Ballistics]]&lt;br /&gt;
Used for artillery weapons.&lt;br /&gt;
Not grouped with other weapon skills&amp;lt;ref&amp;gt;http://dark-wind.com/forums2/index.php?a=topic&amp;amp;t=1562&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
Used for repairing and salvaging vehicles.&lt;br /&gt;
&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
Used for helping with the immediate effects of injuries.&lt;br /&gt;
&lt;br /&gt;
* [[Scouting]]&lt;br /&gt;
Helps evading the most dangerous [[pirates]] when [[travel|traveling]] and shifts the odds a bit more to your favour in [[scouting|scouts]]&lt;br /&gt;
&lt;br /&gt;
== Not yet implemented ==&lt;br /&gt;
&lt;br /&gt;
Even though these skills may show up on your characters it's not possible to use them yet.&lt;br /&gt;
&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removed Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Martial Arts]]&lt;br /&gt;
Ability to fight in unarmed melee combat, was removed in favour of the scouting skill&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
Characters train a small amount in the skill of your choosing every week.  This ranges from zero to two points generally.  If the skill is a specialty of the town it can go up to 3 points.  For example Badlands has no training center, but large guns still train better than other skills.  Using a training centre can raise the limit per week to five points.  Using the training centres located in [[Somerset]] and [[Elmsfield]] for specific skills vastly improves the amount of skill they gain.  For example, a driver in Somerset can train up to eight points in a week.  The training centre in Somerset is especially adept at teaching Driving and Cycling, while Elmsfield is more focused on First Aid. Texan and Sarsfield claim to be proficient in Mechanic.&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Training&amp;lt;br&amp;gt;Maximums !! NO Training&amp;lt;br&amp;gt;Center !! Training&amp;lt;br&amp;gt;Center  &lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Not Specialty &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 5&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Specialty &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All characters are able to learn all skills to some extent, for the skill to show up in their character sheet they need to have at least 10 points in it.&lt;br /&gt;
&lt;br /&gt;
Training occurs weekly at '''04:00 GMT Friday''' mornings.&lt;br /&gt;
&lt;br /&gt;
=== When Training Hits ===&lt;br /&gt;
Characters do not have to be in a town with a Training Centre to benefit from weekly training, so long has they have registered at a Training Centre. &lt;br /&gt;
The amount of benefit a character receives from the Training Centre is based in part on how much time he/she has spent traveling; the more time traveling, the less time training.&lt;br /&gt;
&lt;br /&gt;
Characters receive training based on the last town they were in, so if they are traveling from Gateway to Somerset when the week changes, they get training as if they were in Gateway.&lt;br /&gt;
&lt;br /&gt;
How much time a character has spent traveling can be seen in his or her Character Detail Sheet.&lt;br /&gt;
&lt;br /&gt;
=== Training Form ===&lt;br /&gt;
Training effectiveness is also affected by a character's current ''training form''.  This condition fluctuates over a period of several weeks or even months, and represents a character's ability to absorb and retain the training materials.  A character who appears to be training poorly may not do so indefinitely; a character might get stuck in a rut, but that doesn't mean he/she won't start training well again&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=2830&amp;lt;/ref&amp;gt;.  This condition is not visible to the gang owner.&lt;br /&gt;
&lt;br /&gt;
==== The Math ====&lt;br /&gt;
Training Form is a multiplier in the range of 0.4 to 2.0. The weekly training of each character is multiplied by the Training Form value to determine how much skill they learn.&lt;br /&gt;
&lt;br /&gt;
Each character's Training Form is randomly modified every week by +/- 0.3. There is also a -0.02 modifier that slowly degrades training over time.  The Form will never go above 2 or fall below 0.4. &lt;br /&gt;
&lt;br /&gt;
Each rank of [[leadership|Motivator]] gives a 0.05 bonus to Training Form for characters in the same town as the Motivator. For example, a level 5 Motivator provides a 0.25 point bonus to every character in town with him.&lt;br /&gt;
&lt;br /&gt;
== Leveling Through Use ==&lt;br /&gt;
Characters can train while on [[encounters|wilderness encounters]], and the more dangerous the region the more effective field training is. Also, the lower the character's skill, the more effective field training is. &lt;br /&gt;
&lt;br /&gt;
Therefore, low skilled characters generally field train faster (even in Somerset) and that higher skilled characters have to move to more dangerous regions to keep their field training going well. &lt;br /&gt;
&lt;br /&gt;
All field training skills are affected: weapons, driving, trucker, courage, first aid, mechanic, leadership.&lt;br /&gt;
&lt;br /&gt;
All skills also level when used in events, however, not all characters will use their skills.  Obviously, if a character is firing a weapon, the chance their skill with that weapon will increase is high.&lt;br /&gt;
&lt;br /&gt;
Mechanics and scouts are a little different.  The highest level Mechanic and Scout present in the event will receive the most training, however, the highest Mechanic and Scout of '''each gang''' will also receive some training as well.&lt;br /&gt;
&lt;br /&gt;
First Aid is a bit different in that if the scout is successful (ends in a Looting Phase) the character with the highest skill in the '''entire squad''' may level his First Aid skill. If the scout is unsuccessful (the players' cars escape), then the character with the highest First Aid in '''each car''' may level his First Aid skill.  This simulates the behavior that when escaping, cars will scatter and regroup later, in which case the best medic immediately available is pressed into service.&lt;br /&gt;
&lt;br /&gt;
For more active players this should usually amount to more than what they gain through weekly training.&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
Exact requirements of leveling through use.&lt;br /&gt;
&lt;br /&gt;
=== Floating Point Notice ===&lt;br /&gt;
&amp;lt;del&amp;gt;The skill levels on the character sheet are only approximations rounded to their nearest integer value (So 49.5 becomes 50) for example.&lt;br /&gt;
&lt;br /&gt;
It's the source of some confusion as you're not able to nickname or buy specialisms for characters who are close enough to show up as having 40 or 50 skill but aren't actually eligible.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is no longer the case as skills are now rounded down.  This is causing some confusion of its own because players are seeing an apparent 'skill loss'.&lt;br /&gt;
&lt;br /&gt;
== Skill Maximums ==&lt;br /&gt;
'''TODO:''' Explain skill maximums more.&lt;br /&gt;
&lt;br /&gt;
The average natural skill cap is supposed to be around 150 on the average, but characters that skilled are uncommon. Many large veteran gangs have only 2-4 people capped over 300, out of their 60+ gang members.  Skill caps above 400 may happen once (if at all) for the life of the whole gang.&lt;br /&gt;
&lt;br /&gt;
If you pay money to hire a character there is a slightly greater chance you will hire someone with a lower skill potential than if you used your leader to get a free hire&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=5595 Forum Discussion - see page 2&amp;lt;/ref&amp;gt;.  In other words, the free gang member each week has a slightly better chance to cap higher than bought gang members.&lt;br /&gt;
&lt;br /&gt;
A character's skill cap applies to all of that character's skills.  So, if a character hits his maximum in Gunnery at 94, he will hit that same maximum in any other skills he trains in.  A ganger may get another point in a skill once they hit the cap, due to rounding of the hidden 'cap' value.&lt;br /&gt;
&lt;br /&gt;
Leadership is not affected by the character's skill cap.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
'''TODO:''' Explain talented characters better&lt;br /&gt;
&lt;br /&gt;
Talented characters learn the skill(s?) they are talented in faster and don't reach their maximum skill cap nearly as fast as normal characters would.&lt;br /&gt;
&lt;br /&gt;
Talented characters could be able to level their chosen skill up to 300+ &lt;br /&gt;
&lt;br /&gt;
Characters who are recruited with &amp;gt;20 skill from taverns are very likely talented in that skill.&lt;br /&gt;
&lt;br /&gt;
== Skill Related Bonuses ==&lt;br /&gt;
&lt;br /&gt;
Besides being able to perform much better in their chosen skill highly skilled characters also enjoy a few interesting perks:&lt;br /&gt;
&lt;br /&gt;
* at '''30''' skill can yield [[bounties]] when killed if a bounty has been put on their gang, and their obituary will appear in the [[Darkwind Gazette]] should they perish.&lt;br /&gt;
* at '''40''' skill they can be given a nickname.&lt;br /&gt;
* for every '''50''' skill points they can learn a [[specialisms|specialism]] specific to that skill.&lt;br /&gt;
* at '''100''' skill their name will show up in the Darkwind Hall Of Fame should they die.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category:skills]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Skills&amp;diff=2292</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Skills&amp;diff=2292"/>
		<updated>2011-02-13T18:17:38Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Leveling Through Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Characters]] are able to learn a variety of skills.  Some similar skills can be grouped together, and in these cases a [[characters|character]] with a specific skill in a group will be able to perform the other skills in the group at a reduced proficiency (approximately 50%).&lt;br /&gt;
&lt;br /&gt;
Each character will be better at improving in some skills than others, and not necessarily in the best skill they started out with.&lt;br /&gt;
&lt;br /&gt;
== Weapons Skills ==&lt;br /&gt;
* [[Gunnery]]&lt;br /&gt;
Used for shooting small and medium size weapons.&lt;br /&gt;
* [[Large Guns]]&lt;br /&gt;
Used for large and heavy weapons.&lt;br /&gt;
* [[Handguns]]&lt;br /&gt;
[[Pedestrian Weapons|Pedestrian weapons]] are weapons the characters carry and can equip when on foot.&lt;br /&gt;
&lt;br /&gt;
== Driving Skills ==&lt;br /&gt;
* [[Driving]]&lt;br /&gt;
Used for piloting small to medium sized vehicles.&lt;br /&gt;
&lt;br /&gt;
Note that the driving skill is one of the slowest skills to improve.  Improvement is based on the number of driving turns that occurred in combat.&lt;br /&gt;
&lt;br /&gt;
* [[Trucker]]&lt;br /&gt;
Used for piloting larger trucks (anything with a bulk capacity over 500).&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes. Not implemented, but can be trained.&lt;br /&gt;
&lt;br /&gt;
== Psionic Skills ==&lt;br /&gt;
* [[Mind Control]]: A number of useful effects can be achieved by this specialism which affects characters other than the Psi themselves:&lt;br /&gt;
**Psionic Mask - Convince enemy that your gang isn’t who they think it is in combat (so you don’t lose any faction rep. for injuring them)&lt;br /&gt;
**Terror – adds stress to nearby enemies (works better if you’re out of a car)&lt;br /&gt;
**Tranquility – reduces stress in nearby friends (again, a tin can around you reduces effectiveness) &lt;br /&gt;
*[[Telekinesis]]: The psionic ability to push and throw objects from a distance:&lt;br /&gt;
**Mutant Mind-Push – lets you apply a force to a vehicle, ped or creature (works better if they’re close)&lt;br /&gt;
**Whirlwind – blows up a brief cloud of dust which operates like a smokescreen; works better on dusty ground &lt;br /&gt;
*[[Pyrokinesis]]: The psionic ability to set cars, pedestrians and animals on fire. Nuff said. Note that peds and creatures can now also catch fire when hit by flaming weapons.&lt;br /&gt;
*[[Electromagnetic Pulse]]: Sends out an EMP which affects electronically-controlled weapons and V8/V12 engines within range, causing them to malfunction. Since it works by focusing solar radiation, it is stronger in the summer and especially when there is a strong green aurora.&lt;br /&gt;
*[[Defensive Energy]]: Psionically-constructed `hard air` barriers can protect the individual or their vehicle (operates as two separate skills, the vehicular one is harder to succeed with).&lt;br /&gt;
&lt;br /&gt;
Any effects that can operate at a distance do so at reduced effect the further the target is from the Psi character.&lt;br /&gt;
&lt;br /&gt;
== Misc. Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Leadership]]&lt;br /&gt;
Ability to lead others to battle and bolster their morale.&lt;br /&gt;
&lt;br /&gt;
* [[Courage]]&lt;br /&gt;
High courage characters less likely to surrender in events.&lt;br /&gt;
&lt;br /&gt;
* [[Ballistics]]&lt;br /&gt;
Used for artillery weapons.&lt;br /&gt;
Not grouped with other weapon skills&amp;lt;ref&amp;gt;http://dark-wind.com/forums2/index.php?a=topic&amp;amp;t=1562&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
Used for repairing and salvaging vehicles.&lt;br /&gt;
&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
Used for helping with the immediate effects of injuries.&lt;br /&gt;
&lt;br /&gt;
* [[Scouting]]&lt;br /&gt;
Helps evading the most dangerous [[pirates]] when [[travel|traveling]] and shifts the odds a bit more to your favour in [[scouting|scouts]]&lt;br /&gt;
&lt;br /&gt;
== Not yet implemented ==&lt;br /&gt;
&lt;br /&gt;
Even though these skills may show up on your characters it's not possible to use them yet.&lt;br /&gt;
&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removed Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Martial Arts]]&lt;br /&gt;
Ability to fight in unarmed melee combat, was removed in favour of the scouting skill&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
Characters train a small amount in the skill of your choosing every week.  This ranges from zero to two points generally.  If the skill is a specialty of the town it can go up to 3 points.  For example Badlands has no training center, but large guns still train better than other skills.  Using a training centre can raise the limit per week to five points.  Using the training centres located in [[Somerset]] and [[Elmsfield]] for specific skills vastly improves the amount of skill they gain.  For example, a driver in Somerset can train up to eight points in a week.  The training centre in Somerset is especially adept at teaching Driving and Cycling, while Elmsfield is more focused on First Aid. Texan and Sarsfield claim to be proficient in Mechanic.&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Training&amp;lt;br&amp;gt;Maximums !! NO Training&amp;lt;br&amp;gt;Center !! Training&amp;lt;br&amp;gt;Center  &lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Not Specialty &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 5&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Specialty &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All characters are able to learn all skills to some extent, for the skill to show up in their character sheet they need to have at least 10 points in it.&lt;br /&gt;
&lt;br /&gt;
Training occurs weekly at '''04:00 GMT Friday''' mornings.&lt;br /&gt;
&lt;br /&gt;
=== When Training Hits ===&lt;br /&gt;
Characters do not have to be in a town with a Training Centre to benefit from weekly training, so long has they have registered at a Training Centre. &lt;br /&gt;
The amount of benefit a character receives from the Training Centre is based in part on how much time he/she has spent traveling; the more time traveling, the less time training.&lt;br /&gt;
&lt;br /&gt;
Characters receive training based on the last town they were in, so if they are traveling from Gateway to Somerset when the week changes, they get training as if they were in Gateway.&lt;br /&gt;
&lt;br /&gt;
How much time a character has spent traveling can be seen in his or her Character Detail Sheet.&lt;br /&gt;
&lt;br /&gt;
=== Training Form ===&lt;br /&gt;
Training effectiveness is also affected by a character's current ''training form''.  This condition fluctuates over a period of several weeks or even months, and represents a character's ability to absorb and retain the training materials.  A character who appears to be training poorly may not do so indefinitely; a character might get stuck in a rut, but that doesn't mean he/she won't start training well again&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=2830&amp;lt;/ref&amp;gt;.  This condition is not visible to the gang owner.&lt;br /&gt;
&lt;br /&gt;
==== The Math ====&lt;br /&gt;
Training Form is a multiplier in the range of 0.4 to 2.0. The weekly training of each character is multiplied by the Training Form value to determine how much skill they learn.&lt;br /&gt;
&lt;br /&gt;
Each character's Training Form is randomly modified every week by +/- 0.3. There is also a -0.02 modifier that slowly degrades training over time.  The Form will never go above 2 or fall below 0.4. &lt;br /&gt;
&lt;br /&gt;
Each rank of [[leadership|Motivator]] gives a 0.05 bonus to Training Form for characters in the same town as the Motivator. For example, a level 5 Motivator provides a 0.25 point bonus to every character in town with him.&lt;br /&gt;
&lt;br /&gt;
=== Field Training ===&lt;br /&gt;
Characters can train while on [[encounters|wilderness encounters]], and the more dangerous the region the more effective field training is. Also, the lower the character's skill, the more effective field training is. &lt;br /&gt;
&lt;br /&gt;
Therefore, low skilled characters generally field train faster (even in Somerset) and that higher skilled characters have to move to more dangerous regions to keep their field training going well. &lt;br /&gt;
&lt;br /&gt;
All field training skills are affected: weapons, driving, trucker, courage, first aid, mechanic, leadership.&lt;br /&gt;
&lt;br /&gt;
== Leveling Through Use ==&lt;br /&gt;
Characters can train while on [[encounters|wilderness encounters]], and the more dangerous the region the more effective field training is. Also, the lower the character's skill, the more effective field training is. &lt;br /&gt;
&lt;br /&gt;
Therefore, low skilled characters generally field train faster (even in Somerset) and that higher skilled characters have to move to more dangerous regions to keep their field training going well. &lt;br /&gt;
&lt;br /&gt;
All field training skills are affected: weapons, driving, trucker, courage, first aid, mechanic, leadership.&lt;br /&gt;
&lt;br /&gt;
All skills also level when used in events, however, not all characters will use their skills.  Obviously, if a character is firing a weapon, the chance their skill with that weapon will increase is high.&lt;br /&gt;
&lt;br /&gt;
Mechanics and scouts are a little different.  The highest level Mechanic and Scout present in the event will receive the most training, however, the highest Mechanic and Scout of '''each gang''' will also receive some training as well.&lt;br /&gt;
&lt;br /&gt;
First Aid is a bit different in that if the scout is successful (ends in a Looting Phase) the character with the highest skill in the '''entire squad''' may level his First Aid skill. If the scout is unsuccessful (the players' cars escape), then the character with the highest First Aid in '''each car''' may level his First Aid skill.  This simulates the behavior that when escaping, cars will scatter and regroup later, in which case the best medic immediately available is pressed into service.&lt;br /&gt;
&lt;br /&gt;
For more active players this should usually amount to more than what they gain through weekly training.&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
Exact requirements of leveling through use.&lt;br /&gt;
&lt;br /&gt;
=== Floating Point Notice ===&lt;br /&gt;
&amp;lt;del&amp;gt;The skill levels on the character sheet are only approximations rounded to their nearest integer value (So 49.5 becomes 50) for example.&lt;br /&gt;
&lt;br /&gt;
It's the source of some confusion as you're not able to nickname or buy specialisms for characters who are close enough to show up as having 40 or 50 skill but aren't actually eligible.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is no longer the case as skills are now rounded down.  This is causing some confusion of its own because players are seeing an apparent 'skill loss'.&lt;br /&gt;
&lt;br /&gt;
== Skill Maximums ==&lt;br /&gt;
'''TODO:''' Explain skill maximums more.&lt;br /&gt;
&lt;br /&gt;
The average natural skill cap is supposed to be around 150 on the average, but characters that skilled are uncommon. Many large veteran gangs have only 2-4 people capped over 300, out of their 60+ gang members.  Skill caps above 400 may happen once (if at all) for the life of the whole gang.&lt;br /&gt;
&lt;br /&gt;
If you pay money to hire a character there is a slightly greater chance you will hire someone with a lower skill potential than if you used your leader to get a free hire&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=5595 Forum Discussion - see page 2&amp;lt;/ref&amp;gt;.  In other words, the free gang member each week has a slightly better chance to cap higher than bought gang members.&lt;br /&gt;
&lt;br /&gt;
A character's skill cap applies to all of that character's skills.  So, if a character hits his maximum in Gunnery at 94, he will hit that same maximum in any other skills he trains in.  A ganger may get another point in a skill once they hit the cap, due to rounding of the hidden 'cap' value.&lt;br /&gt;
&lt;br /&gt;
Leadership is not affected by the character's skill cap.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
'''TODO:''' Explain talented characters better&lt;br /&gt;
&lt;br /&gt;
Talented characters learn the skill(s?) they are talented in faster and don't reach their maximum skill cap nearly as fast as normal characters would.&lt;br /&gt;
&lt;br /&gt;
Talented characters could be able to level their chosen skill up to 300+ &lt;br /&gt;
&lt;br /&gt;
Characters who are recruited with &amp;gt;20 skill from taverns are very likely talented in that skill.&lt;br /&gt;
&lt;br /&gt;
== Skill Related Bonuses ==&lt;br /&gt;
&lt;br /&gt;
Besides being able to perform much better in their chosen skill highly skilled characters also enjoy a few interesting perks:&lt;br /&gt;
&lt;br /&gt;
* at '''30''' skill can yield [[bounties]] when killed if a bounty has been put on their gang, and their obituary will appear in the [[Darkwind Gazette]] should they perish.&lt;br /&gt;
* at '''40''' skill they can be given a nickname.&lt;br /&gt;
* for every '''50''' skill points they can learn a [[specialisms|specialism]] specific to that skill.&lt;br /&gt;
* at '''100''' skill their name will show up in the Darkwind Hall Of Fame should they die.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category:skills]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Skills&amp;diff=2291</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Skills&amp;diff=2291"/>
		<updated>2011-02-13T18:16:10Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Leveling Through Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Characters]] are able to learn a variety of skills.  Some similar skills can be grouped together, and in these cases a [[characters|character]] with a specific skill in a group will be able to perform the other skills in the group at a reduced proficiency (approximately 50%).&lt;br /&gt;
&lt;br /&gt;
Each character will be better at improving in some skills than others, and not necessarily in the best skill they started out with.&lt;br /&gt;
&lt;br /&gt;
== Weapons Skills ==&lt;br /&gt;
* [[Gunnery]]&lt;br /&gt;
Used for shooting small and medium size weapons.&lt;br /&gt;
* [[Large Guns]]&lt;br /&gt;
Used for large and heavy weapons.&lt;br /&gt;
* [[Handguns]]&lt;br /&gt;
[[Pedestrian Weapons|Pedestrian weapons]] are weapons the characters carry and can equip when on foot.&lt;br /&gt;
&lt;br /&gt;
== Driving Skills ==&lt;br /&gt;
* [[Driving]]&lt;br /&gt;
Used for piloting small to medium sized vehicles.&lt;br /&gt;
&lt;br /&gt;
Note that the driving skill is one of the slowest skills to improve.  Improvement is based on the number of driving turns that occurred in combat.&lt;br /&gt;
&lt;br /&gt;
* [[Trucker]]&lt;br /&gt;
Used for piloting larger trucks (anything with a bulk capacity over 500).&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes. Not implemented, but can be trained.&lt;br /&gt;
&lt;br /&gt;
== Psionic Skills ==&lt;br /&gt;
* [[Mind Control]]: A number of useful effects can be achieved by this specialism which affects characters other than the Psi themselves:&lt;br /&gt;
**Psionic Mask - Convince enemy that your gang isn’t who they think it is in combat (so you don’t lose any faction rep. for injuring them)&lt;br /&gt;
**Terror – adds stress to nearby enemies (works better if you’re out of a car)&lt;br /&gt;
**Tranquility – reduces stress in nearby friends (again, a tin can around you reduces effectiveness) &lt;br /&gt;
*[[Telekinesis]]: The psionic ability to push and throw objects from a distance:&lt;br /&gt;
**Mutant Mind-Push – lets you apply a force to a vehicle, ped or creature (works better if they’re close)&lt;br /&gt;
**Whirlwind – blows up a brief cloud of dust which operates like a smokescreen; works better on dusty ground &lt;br /&gt;
*[[Pyrokinesis]]: The psionic ability to set cars, pedestrians and animals on fire. Nuff said. Note that peds and creatures can now also catch fire when hit by flaming weapons.&lt;br /&gt;
*[[Electromagnetic Pulse]]: Sends out an EMP which affects electronically-controlled weapons and V8/V12 engines within range, causing them to malfunction. Since it works by focusing solar radiation, it is stronger in the summer and especially when there is a strong green aurora.&lt;br /&gt;
*[[Defensive Energy]]: Psionically-constructed `hard air` barriers can protect the individual or their vehicle (operates as two separate skills, the vehicular one is harder to succeed with).&lt;br /&gt;
&lt;br /&gt;
Any effects that can operate at a distance do so at reduced effect the further the target is from the Psi character.&lt;br /&gt;
&lt;br /&gt;
== Misc. Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Leadership]]&lt;br /&gt;
Ability to lead others to battle and bolster their morale.&lt;br /&gt;
&lt;br /&gt;
* [[Courage]]&lt;br /&gt;
High courage characters less likely to surrender in events.&lt;br /&gt;
&lt;br /&gt;
* [[Ballistics]]&lt;br /&gt;
Used for artillery weapons.&lt;br /&gt;
Not grouped with other weapon skills&amp;lt;ref&amp;gt;http://dark-wind.com/forums2/index.php?a=topic&amp;amp;t=1562&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
Used for repairing and salvaging vehicles.&lt;br /&gt;
&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
Used for helping with the immediate effects of injuries.&lt;br /&gt;
&lt;br /&gt;
* [[Scouting]]&lt;br /&gt;
Helps evading the most dangerous [[pirates]] when [[travel|traveling]] and shifts the odds a bit more to your favour in [[scouting|scouts]]&lt;br /&gt;
&lt;br /&gt;
== Not yet implemented ==&lt;br /&gt;
&lt;br /&gt;
Even though these skills may show up on your characters it's not possible to use them yet.&lt;br /&gt;
&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removed Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Martial Arts]]&lt;br /&gt;
Ability to fight in unarmed melee combat, was removed in favour of the scouting skill&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
Characters train a small amount in the skill of your choosing every week.  This ranges from zero to two points generally.  If the skill is a specialty of the town it can go up to 3 points.  For example Badlands has no training center, but large guns still train better than other skills.  Using a training centre can raise the limit per week to five points.  Using the training centres located in [[Somerset]] and [[Elmsfield]] for specific skills vastly improves the amount of skill they gain.  For example, a driver in Somerset can train up to eight points in a week.  The training centre in Somerset is especially adept at teaching Driving and Cycling, while Elmsfield is more focused on First Aid. Texan and Sarsfield claim to be proficient in Mechanic.&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Training&amp;lt;br&amp;gt;Maximums !! NO Training&amp;lt;br&amp;gt;Center !! Training&amp;lt;br&amp;gt;Center  &lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Not Specialty &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 5&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Specialty &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All characters are able to learn all skills to some extent, for the skill to show up in their character sheet they need to have at least 10 points in it.&lt;br /&gt;
&lt;br /&gt;
Training occurs weekly at '''04:00 GMT Friday''' mornings.&lt;br /&gt;
&lt;br /&gt;
=== When Training Hits ===&lt;br /&gt;
Characters do not have to be in a town with a Training Centre to benefit from weekly training, so long has they have registered at a Training Centre. &lt;br /&gt;
The amount of benefit a character receives from the Training Centre is based in part on how much time he/she has spent traveling; the more time traveling, the less time training.&lt;br /&gt;
&lt;br /&gt;
Characters receive training based on the last town they were in, so if they are traveling from Gateway to Somerset when the week changes, they get training as if they were in Gateway.&lt;br /&gt;
&lt;br /&gt;
How much time a character has spent traveling can be seen in his or her Character Detail Sheet.&lt;br /&gt;
&lt;br /&gt;
=== Training Form ===&lt;br /&gt;
Training effectiveness is also affected by a character's current ''training form''.  This condition fluctuates over a period of several weeks or even months, and represents a character's ability to absorb and retain the training materials.  A character who appears to be training poorly may not do so indefinitely; a character might get stuck in a rut, but that doesn't mean he/she won't start training well again&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=2830&amp;lt;/ref&amp;gt;.  This condition is not visible to the gang owner.&lt;br /&gt;
&lt;br /&gt;
==== The Math ====&lt;br /&gt;
Training Form is a multiplier in the range of 0.4 to 2.0. The weekly training of each character is multiplied by the Training Form value to determine how much skill they learn.&lt;br /&gt;
&lt;br /&gt;
Each character's Training Form is randomly modified every week by +/- 0.3. There is also a -0.02 modifier that slowly degrades training over time.  The Form will never go above 2 or fall below 0.4. &lt;br /&gt;
&lt;br /&gt;
Each rank of [[leadership|Motivator]] gives a 0.05 bonus to Training Form for characters in the same town as the Motivator. For example, a level 5 Motivator provides a 0.25 point bonus to every character in town with him.&lt;br /&gt;
&lt;br /&gt;
=== Field Training ===&lt;br /&gt;
Characters can train while on [[encounters|wilderness encounters]], and the more dangerous the region the more effective field training is. Also, the lower the character's skill, the more effective field training is. &lt;br /&gt;
&lt;br /&gt;
Therefore, low skilled characters generally field train faster (even in Somerset) and that higher skilled characters have to move to more dangerous regions to keep their field training going well. &lt;br /&gt;
&lt;br /&gt;
All field training skills are affected: weapons, driving, trucker, courage, first aid, mechanic, leadership.&lt;br /&gt;
&lt;br /&gt;
== Leveling Through Use ==&lt;br /&gt;
All skills also level when used in events, however, not all characters will use their skills.  Obviously, if a character is firing a weapon, the chance their skill with that weapon will increase is high.&lt;br /&gt;
&lt;br /&gt;
Mechanics and scouts are a little different.  The highest level Mechanic and Scout present in the event will receive the most training, however, the highest Mechanic and Scout of '''each gang''' will also receive some training as well.&lt;br /&gt;
&lt;br /&gt;
First Aid is a bit different in that if the scout is successful (ends in a Looting Phase) the character with the highest skill in the '''entire squad''' may level his First Aid skill. If the scout is unsuccessful (the players' cars escape), then the character with the highest First Aid in '''each car''' may level his First Aid skill.  This simulates the behavior that when escaping, cars will scatter and regroup later, in which case the best medic immediately available is pressed into service.&lt;br /&gt;
&lt;br /&gt;
For more active players this should usually amount to more than what they gain through weekly training.&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
Exact requirements of leveling through use.&lt;br /&gt;
&lt;br /&gt;
=== Floating Point Notice ===&lt;br /&gt;
&amp;lt;del&amp;gt;The skill levels on the character sheet are only approximations rounded to their nearest integer value (So 49.5 becomes 50) for example.&lt;br /&gt;
&lt;br /&gt;
It's the source of some confusion as you're not able to nickname or buy specialisms for characters who are close enough to show up as having 40 or 50 skill but aren't actually eligible.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is no longer the case as skills are now rounded down.  This is causing some confusion of its own because players are seeing an apparent 'skill loss'.&lt;br /&gt;
&lt;br /&gt;
== Skill Maximums ==&lt;br /&gt;
'''TODO:''' Explain skill maximums more.&lt;br /&gt;
&lt;br /&gt;
The average natural skill cap is supposed to be around 150 on the average, but characters that skilled are uncommon. Many large veteran gangs have only 2-4 people capped over 300, out of their 60+ gang members.  Skill caps above 400 may happen once (if at all) for the life of the whole gang.&lt;br /&gt;
&lt;br /&gt;
If you pay money to hire a character there is a slightly greater chance you will hire someone with a lower skill potential than if you used your leader to get a free hire&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=5595 Forum Discussion - see page 2&amp;lt;/ref&amp;gt;.  In other words, the free gang member each week has a slightly better chance to cap higher than bought gang members.&lt;br /&gt;
&lt;br /&gt;
A character's skill cap applies to all of that character's skills.  So, if a character hits his maximum in Gunnery at 94, he will hit that same maximum in any other skills he trains in.  A ganger may get another point in a skill once they hit the cap, due to rounding of the hidden 'cap' value.&lt;br /&gt;
&lt;br /&gt;
Leadership is not affected by the character's skill cap.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
'''TODO:''' Explain talented characters better&lt;br /&gt;
&lt;br /&gt;
Talented characters learn the skill(s?) they are talented in faster and don't reach their maximum skill cap nearly as fast as normal characters would.&lt;br /&gt;
&lt;br /&gt;
Talented characters could be able to level their chosen skill up to 300+ &lt;br /&gt;
&lt;br /&gt;
Characters who are recruited with &amp;gt;20 skill from taverns are very likely talented in that skill.&lt;br /&gt;
&lt;br /&gt;
== Skill Related Bonuses ==&lt;br /&gt;
&lt;br /&gt;
Besides being able to perform much better in their chosen skill highly skilled characters also enjoy a few interesting perks:&lt;br /&gt;
&lt;br /&gt;
* at '''30''' skill can yield [[bounties]] when killed if a bounty has been put on their gang, and their obituary will appear in the [[Darkwind Gazette]] should they perish.&lt;br /&gt;
* at '''40''' skill they can be given a nickname.&lt;br /&gt;
* for every '''50''' skill points they can learn a [[specialisms|specialism]] specific to that skill.&lt;br /&gt;
* at '''100''' skill their name will show up in the Darkwind Hall Of Fame should they die.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category:skills]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Skills&amp;diff=2290</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Skills&amp;diff=2290"/>
		<updated>2011-02-13T18:15:03Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Characters]] are able to learn a variety of skills.  Some similar skills can be grouped together, and in these cases a [[characters|character]] with a specific skill in a group will be able to perform the other skills in the group at a reduced proficiency (approximately 50%).&lt;br /&gt;
&lt;br /&gt;
Each character will be better at improving in some skills than others, and not necessarily in the best skill they started out with.&lt;br /&gt;
&lt;br /&gt;
== Weapons Skills ==&lt;br /&gt;
* [[Gunnery]]&lt;br /&gt;
Used for shooting small and medium size weapons.&lt;br /&gt;
* [[Large Guns]]&lt;br /&gt;
Used for large and heavy weapons.&lt;br /&gt;
* [[Handguns]]&lt;br /&gt;
[[Pedestrian Weapons|Pedestrian weapons]] are weapons the characters carry and can equip when on foot.&lt;br /&gt;
&lt;br /&gt;
== Driving Skills ==&lt;br /&gt;
* [[Driving]]&lt;br /&gt;
Used for piloting small to medium sized vehicles.&lt;br /&gt;
&lt;br /&gt;
Note that the driving skill is one of the slowest skills to improve.  Improvement is based on the number of driving turns that occurred in combat.&lt;br /&gt;
&lt;br /&gt;
* [[Trucker]]&lt;br /&gt;
Used for piloting larger trucks (anything with a bulk capacity over 500).&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes. Not implemented, but can be trained.&lt;br /&gt;
&lt;br /&gt;
== Psionic Skills ==&lt;br /&gt;
* [[Mind Control]]: A number of useful effects can be achieved by this specialism which affects characters other than the Psi themselves:&lt;br /&gt;
**Psionic Mask - Convince enemy that your gang isn’t who they think it is in combat (so you don’t lose any faction rep. for injuring them)&lt;br /&gt;
**Terror – adds stress to nearby enemies (works better if you’re out of a car)&lt;br /&gt;
**Tranquility – reduces stress in nearby friends (again, a tin can around you reduces effectiveness) &lt;br /&gt;
*[[Telekinesis]]: The psionic ability to push and throw objects from a distance:&lt;br /&gt;
**Mutant Mind-Push – lets you apply a force to a vehicle, ped or creature (works better if they’re close)&lt;br /&gt;
**Whirlwind – blows up a brief cloud of dust which operates like a smokescreen; works better on dusty ground &lt;br /&gt;
*[[Pyrokinesis]]: The psionic ability to set cars, pedestrians and animals on fire. Nuff said. Note that peds and creatures can now also catch fire when hit by flaming weapons.&lt;br /&gt;
*[[Electromagnetic Pulse]]: Sends out an EMP which affects electronically-controlled weapons and V8/V12 engines within range, causing them to malfunction. Since it works by focusing solar radiation, it is stronger in the summer and especially when there is a strong green aurora.&lt;br /&gt;
*[[Defensive Energy]]: Psionically-constructed `hard air` barriers can protect the individual or their vehicle (operates as two separate skills, the vehicular one is harder to succeed with).&lt;br /&gt;
&lt;br /&gt;
Any effects that can operate at a distance do so at reduced effect the further the target is from the Psi character.&lt;br /&gt;
&lt;br /&gt;
== Misc. Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Leadership]]&lt;br /&gt;
Ability to lead others to battle and bolster their morale.&lt;br /&gt;
&lt;br /&gt;
* [[Courage]]&lt;br /&gt;
High courage characters less likely to surrender in events.&lt;br /&gt;
&lt;br /&gt;
* [[Ballistics]]&lt;br /&gt;
Used for artillery weapons.&lt;br /&gt;
Not grouped with other weapon skills&amp;lt;ref&amp;gt;http://dark-wind.com/forums2/index.php?a=topic&amp;amp;t=1562&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
Used for repairing and salvaging vehicles.&lt;br /&gt;
&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
Used for helping with the immediate effects of injuries.&lt;br /&gt;
&lt;br /&gt;
* [[Scouting]]&lt;br /&gt;
Helps evading the most dangerous [[pirates]] when [[travel|traveling]] and shifts the odds a bit more to your favour in [[scouting|scouts]]&lt;br /&gt;
&lt;br /&gt;
== Not yet implemented ==&lt;br /&gt;
&lt;br /&gt;
Even though these skills may show up on your characters it's not possible to use them yet.&lt;br /&gt;
&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removed Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Martial Arts]]&lt;br /&gt;
Ability to fight in unarmed melee combat, was removed in favour of the scouting skill&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
Characters train a small amount in the skill of your choosing every week.  This ranges from zero to two points generally.  If the skill is a specialty of the town it can go up to 3 points.  For example Badlands has no training center, but large guns still train better than other skills.  Using a training centre can raise the limit per week to five points.  Using the training centres located in [[Somerset]] and [[Elmsfield]] for specific skills vastly improves the amount of skill they gain.  For example, a driver in Somerset can train up to eight points in a week.  The training centre in Somerset is especially adept at teaching Driving and Cycling, while Elmsfield is more focused on First Aid. Texan and Sarsfield claim to be proficient in Mechanic.&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Training&amp;lt;br&amp;gt;Maximums !! NO Training&amp;lt;br&amp;gt;Center !! Training&amp;lt;br&amp;gt;Center  &lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Not Specialty &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 5&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Specialty &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All characters are able to learn all skills to some extent, for the skill to show up in their character sheet they need to have at least 10 points in it.&lt;br /&gt;
&lt;br /&gt;
Training occurs weekly at '''04:00 GMT Friday''' mornings.&lt;br /&gt;
&lt;br /&gt;
=== When Training Hits ===&lt;br /&gt;
Characters do not have to be in a town with a Training Centre to benefit from weekly training, so long has they have registered at a Training Centre. &lt;br /&gt;
The amount of benefit a character receives from the Training Centre is based in part on how much time he/she has spent traveling; the more time traveling, the less time training.&lt;br /&gt;
&lt;br /&gt;
Characters receive training based on the last town they were in, so if they are traveling from Gateway to Somerset when the week changes, they get training as if they were in Gateway.&lt;br /&gt;
&lt;br /&gt;
How much time a character has spent traveling can be seen in his or her Character Detail Sheet.&lt;br /&gt;
&lt;br /&gt;
=== Training Form ===&lt;br /&gt;
Training effectiveness is also affected by a character's current ''training form''.  This condition fluctuates over a period of several weeks or even months, and represents a character's ability to absorb and retain the training materials.  A character who appears to be training poorly may not do so indefinitely; a character might get stuck in a rut, but that doesn't mean he/she won't start training well again&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=2830&amp;lt;/ref&amp;gt;.  This condition is not visible to the gang owner.&lt;br /&gt;
&lt;br /&gt;
==== The Math ====&lt;br /&gt;
Training Form is a multiplier in the range of 0.4 to 2.0. The weekly training of each character is multiplied by the Training Form value to determine how much skill they learn.&lt;br /&gt;
&lt;br /&gt;
Each character's Training Form is randomly modified every week by +/- 0.3. There is also a -0.02 modifier that slowly degrades training over time.  The Form will never go above 2 or fall below 0.4. &lt;br /&gt;
&lt;br /&gt;
Each rank of [[leadership|Motivator]] gives a 0.05 bonus to Training Form for characters in the same town as the Motivator. For example, a level 5 Motivator provides a 0.25 point bonus to every character in town with him.&lt;br /&gt;
&lt;br /&gt;
=== Field Training ===&lt;br /&gt;
Characters can train while on [[encounters|wilderness encounters]], and the more dangerous the region the more effective field training is. Also, the lower the character's skill, the more effective field training is. &lt;br /&gt;
&lt;br /&gt;
Therefore, low skilled characters generally field train faster (even in Somerset) and that higher skilled characters have to move to more dangerous regions to keep their field training going well. &lt;br /&gt;
&lt;br /&gt;
All field training skills are affected: weapons, driving, trucker, courage, first aid, mechanic, leadership.&lt;br /&gt;
&lt;br /&gt;
=== Leveling Through Use ===&lt;br /&gt;
All skills also level when used in events, however, not all characters will use their skills.  Obviously, if a character is firing a weapon, the chance their skill with that weapon will increase is high.&lt;br /&gt;
&lt;br /&gt;
Mechanics and scouts are a little different.  The highest level Mechanic and Scout present in the event will receive the most training, however, the highest Mechanic and Scout of '''each gang''' will also receive some training as well.&lt;br /&gt;
&lt;br /&gt;
First Aid is a bit different in that if the scout is successful (ends in a Looting Phase) the character with the highest skill in the '''entire squad''' may level his First Aid skill. If the scout is unsuccessful (the players' cars escape), then the character with the highest First Aid in '''each car''' may level his First Aid skill.  This simulates the behavior that when escaping, cars will scatter and regroup later, in which case the best medic immediately available is pressed into service.&lt;br /&gt;
&lt;br /&gt;
For more active players this should usually amount to more than what they gain through weekly training.&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
Exact requirements of leveling through use.&lt;br /&gt;
&lt;br /&gt;
=== Floating Point Notice ===&lt;br /&gt;
&amp;lt;del&amp;gt;The skill levels on the character sheet are only approximations rounded to their nearest integer value (So 49.5 becomes 50) for example.&lt;br /&gt;
&lt;br /&gt;
It's the source of some confusion as you're not able to nickname or buy specialisms for characters who are close enough to show up as having 40 or 50 skill but aren't actually eligible.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is no longer the case as skills are now rounded down.  This is causing some confusion of its own because players are seeing an apparent 'skill loss'.&lt;br /&gt;
&lt;br /&gt;
== Skill Maximums ==&lt;br /&gt;
'''TODO:''' Explain skill maximums more.&lt;br /&gt;
&lt;br /&gt;
The average natural skill cap is supposed to be around 150 on the average, but characters that skilled are uncommon. Many large veteran gangs have only 2-4 people capped over 300, out of their 60+ gang members.  Skill caps above 400 may happen once (if at all) for the life of the whole gang.&lt;br /&gt;
&lt;br /&gt;
If you pay money to hire a character there is a slightly greater chance you will hire someone with a lower skill potential than if you used your leader to get a free hire&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=5595 Forum Discussion - see page 2&amp;lt;/ref&amp;gt;.  In other words, the free gang member each week has a slightly better chance to cap higher than bought gang members.&lt;br /&gt;
&lt;br /&gt;
A character's skill cap applies to all of that character's skills.  So, if a character hits his maximum in Gunnery at 94, he will hit that same maximum in any other skills he trains in.  A ganger may get another point in a skill once they hit the cap, due to rounding of the hidden 'cap' value.&lt;br /&gt;
&lt;br /&gt;
Leadership is not affected by the character's skill cap.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
'''TODO:''' Explain talented characters better&lt;br /&gt;
&lt;br /&gt;
Talented characters learn the skill(s?) they are talented in faster and don't reach their maximum skill cap nearly as fast as normal characters would.&lt;br /&gt;
&lt;br /&gt;
Talented characters could be able to level their chosen skill up to 300+ &lt;br /&gt;
&lt;br /&gt;
Characters who are recruited with &amp;gt;20 skill from taverns are very likely talented in that skill.&lt;br /&gt;
&lt;br /&gt;
== Skill Related Bonuses ==&lt;br /&gt;
&lt;br /&gt;
Besides being able to perform much better in their chosen skill highly skilled characters also enjoy a few interesting perks:&lt;br /&gt;
&lt;br /&gt;
* at '''30''' skill can yield [[bounties]] when killed if a bounty has been put on their gang, and their obituary will appear in the [[Darkwind Gazette]] should they perish.&lt;br /&gt;
* at '''40''' skill they can be given a nickname.&lt;br /&gt;
* for every '''50''' skill points they can learn a [[specialisms|specialism]] specific to that skill.&lt;br /&gt;
* at '''100''' skill their name will show up in the Darkwind Hall Of Fame should they die.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category:skills]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Skills&amp;diff=2289</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Skills&amp;diff=2289"/>
		<updated>2011-02-13T18:12:37Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Characters]] are able to learn a variety of skills.  Some similar skills can be grouped together, and in these cases a [[characters|character]] with a specific skill in a group will be able to perform the other skills in the group at a reduced proficiency (approximately 50%).&lt;br /&gt;
&lt;br /&gt;
Each character will be better at improving in some skills than others, and not necessarily in the best skill they started out with.&lt;br /&gt;
&lt;br /&gt;
== Weapons Skills ==&lt;br /&gt;
* [[Gunnery]]&lt;br /&gt;
Used for shooting small and medium size weapons.&lt;br /&gt;
* [[Large Guns]]&lt;br /&gt;
Used for large and heavy weapons.&lt;br /&gt;
* [[Handguns]]&lt;br /&gt;
[[Pedestrian Weapons|Pedestrian weapons]] are weapons the characters carry and can equip when on foot.&lt;br /&gt;
&lt;br /&gt;
== Driving Skills ==&lt;br /&gt;
* [[Driving]]&lt;br /&gt;
Used for piloting small to medium sized vehicles.&lt;br /&gt;
&lt;br /&gt;
Note that the driving skill is one of the slowest skills to improve.  Improvement is based on the number of driving turns that occurred in combat.&lt;br /&gt;
&lt;br /&gt;
* [[Trucker]]&lt;br /&gt;
Used for piloting larger trucks (anything with a bulk capacity over 500).&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes. Not implemented, but can be trained.&lt;br /&gt;
&lt;br /&gt;
== Psionic Skills ==&lt;br /&gt;
* [[Mind Control]]: A number of useful effects can be achieved by this specialism which affects characters other than the Psi themselves:&lt;br /&gt;
**Psionic Mask - Convince enemy that your gang isn’t who they think it is in combat (so you don’t lose any faction rep. for injuring them)&lt;br /&gt;
**Terror – adds stress to nearby enemies (works better if you’re out of a car)&lt;br /&gt;
**Tranquility – reduces stress in nearby friends (again, a tin can around you reduces effectiveness) &lt;br /&gt;
*[[Telekinesis]]: The psionic ability to push and throw objects from a distance:&lt;br /&gt;
**Mutant Mind-Push – lets you apply a force to a vehicle, ped or creature (works better if they’re close)&lt;br /&gt;
**Whirlwind – blows up a brief cloud of dust which operates like a smokescreen; works better on dusty ground &lt;br /&gt;
*[[Pyrokinesis]]: The psionic ability to set cars, pedestrians and animals on fire. Nuff said. Note that peds and creatures can now also catch fire when hit by flaming weapons.&lt;br /&gt;
*[[Electromagnetic Pulse]]: Sends out an EMP which affects electronically-controlled weapons and V8/V12 engines within range, causing them to malfunction. Since it works by focusing solar radiation, it is stronger in the summer and especially when there is a strong green aurora.&lt;br /&gt;
*[[Defensive Energy]]: Psionically-constructed `hard air` barriers can protect the individual or their vehicle (operates as two separate skills, the vehicular one is harder to succeed with).&lt;br /&gt;
&lt;br /&gt;
Any effects that can operate at a distance do so at reduced effect the further the target is from the Psi character.&lt;br /&gt;
&lt;br /&gt;
== Misc. Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Leadership]]&lt;br /&gt;
Ability to lead others to battle and bolster their morale.&lt;br /&gt;
&lt;br /&gt;
* [[Courage]]&lt;br /&gt;
High courage characters less likely to surrender in events.&lt;br /&gt;
&lt;br /&gt;
* [[Ballistics]]&lt;br /&gt;
Used for artillery weapons.&lt;br /&gt;
Not grouped with other weapon skills&amp;lt;ref&amp;gt;http://dark-wind.com/forums2/index.php?a=topic&amp;amp;t=1562&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
Used for repairing and salvaging vehicles.&lt;br /&gt;
&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
Used for helping with the immediate effects of injuries.&lt;br /&gt;
&lt;br /&gt;
* [[Scouting]]&lt;br /&gt;
Helps evading the most dangerous [[pirates]] when [[travel|traveling]] and shifts the odds a bit more to your favour in [[scouting|scouts]]&lt;br /&gt;
&lt;br /&gt;
== Not yet implemented ==&lt;br /&gt;
&lt;br /&gt;
Even though these skills may show up on your characters it's not possible to use them yet.&lt;br /&gt;
&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removed Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Martial Arts]]&lt;br /&gt;
Ability to fight in unarmed melee combat, was removed in favour of the scouting skill&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
Characters train a small amount in the skill of your choosing every week.  This ranges from zero to two points generally.  If the skill is a specialty of the town it can go up to 3 points.  For example Badlands has no training center, but large guns still train better than other skills.  Using a training centre can raise the limit per week to five points.  Using the training centres located in [[Somerset]] and [[Elmsfield]] for specific skills vastly improves the amount of skill they gain.  For example, a driver in Somerset can train up to eight points in a week.  The training centre in Somerset is especially adept at teaching Driving and Cycling, while Elmsfield is more focused on First Aid. Texan and Sarsfield claim to be proficient in Mechanic.&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Training&amp;lt;br&amp;gt;Maximums !! NO Training&amp;lt;br&amp;gt;Center !! Training&amp;lt;br&amp;gt;Center  &lt;br /&gt;
|-&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Not Specialty &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 5&lt;br /&gt;
|-  &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| Specialty &lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align = &amp;quot;center&amp;quot;| 8&lt;br /&gt;
|-}&lt;br /&gt;
&lt;br /&gt;
All characters are able to learn all skills to some extent, for the skill to show up in their character sheet they need to have at least 10 points in it.&lt;br /&gt;
&lt;br /&gt;
Training occurs weekly at '''04:00 GMT Friday''' mornings.&lt;br /&gt;
&lt;br /&gt;
=== When Training Hits ===&lt;br /&gt;
Characters do not have to be in a town with a Training Centre to benefit from weekly training, so long has they have registered at a Training Centre. &lt;br /&gt;
The amount of benefit a character receives from the Training Centre is based in part on how much time he/she has spent traveling; the more time traveling, the less time training.&lt;br /&gt;
&lt;br /&gt;
Characters receive training based on the last town they were in, so if they are traveling from Gateway to Somerset when the week changes, they get training as if they were in Gateway.&lt;br /&gt;
&lt;br /&gt;
How much time a character has spent traveling can be seen in his or her Character Detail Sheet.&lt;br /&gt;
&lt;br /&gt;
=== Training Form ===&lt;br /&gt;
Training effectiveness is also affected by a character's current ''training form''.  This condition fluctuates over a period of several weeks or even months, and represents a character's ability to absorb and retain the training materials.  A character who appears to be training poorly may not do so indefinitely; a character might get stuck in a rut, but that doesn't mean he/she won't start training well again&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=2830&amp;lt;/ref&amp;gt;.  This condition is not visible to the gang owner.&lt;br /&gt;
&lt;br /&gt;
==== The Math ====&lt;br /&gt;
Training Form is a multiplier in the range of 0.4 to 2.0. The weekly training of each character is multiplied by the Training Form value to determine how much skill they learn.&lt;br /&gt;
&lt;br /&gt;
Each character's Training Form is randomly modified every week by +/- 0.3. There is also a -0.02 modifier that slowly degrades training over time.  The Form will never go above 2 or fall below 0.4. &lt;br /&gt;
&lt;br /&gt;
Each rank of [[leadership|Motivator]] gives a 0.05 bonus to Training Form for characters in the same town as the Motivator. For example, a level 5 Motivator provides a 0.25 point bonus to every character in town with him.&lt;br /&gt;
&lt;br /&gt;
=== Field Training ===&lt;br /&gt;
Characters can train while on [[encounters|wilderness encounters]], and the more dangerous the region the more effective field training is. Also, the lower the character's skill, the more effective field training is. &lt;br /&gt;
&lt;br /&gt;
Therefore, low skilled characters generally field train faster (even in Somerset) and that higher skilled characters have to move to more dangerous regions to keep their field training going well. &lt;br /&gt;
&lt;br /&gt;
All field training skills are affected: weapons, driving, trucker, courage, first aid, mechanic, leadership.&lt;br /&gt;
&lt;br /&gt;
=== Leveling Through Use ===&lt;br /&gt;
All skills also level when used in events, however, not all characters will use their skills.  Obviously, if a character is firing a weapon, the chance their skill with that weapon will increase is high.&lt;br /&gt;
&lt;br /&gt;
Mechanics and scouts are a little different.  The highest level Mechanic and Scout present in the event will receive the most training, however, the highest Mechanic and Scout of '''each gang''' will also receive some training as well.&lt;br /&gt;
&lt;br /&gt;
First Aid is a bit different in that if the scout is successful (ends in a Looting Phase) the character with the highest skill in the '''entire squad''' may level his First Aid skill. If the scout is unsuccessful (the players' cars escape), then the character with the highest First Aid in '''each car''' may level his First Aid skill.  This simulates the behavior that when escaping, cars will scatter and regroup later, in which case the best medic immediately available is pressed into service.&lt;br /&gt;
&lt;br /&gt;
For more active players this should usually amount to more than what they gain through weekly training.&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
Exact requirements of leveling through use.&lt;br /&gt;
&lt;br /&gt;
=== Floating Point Notice ===&lt;br /&gt;
&amp;lt;del&amp;gt;The skill levels on the character sheet are only approximations rounded to their nearest integer value (So 49.5 becomes 50) for example.&lt;br /&gt;
&lt;br /&gt;
It's the source of some confusion as you're not able to nickname or buy specialisms for characters who are close enough to show up as having 40 or 50 skill but aren't actually eligible.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is no longer the case as skills are now rounded down.  This is causing some confusion of its own because players are seeing an apparent 'skill loss'.&lt;br /&gt;
&lt;br /&gt;
== Skill Maximums ==&lt;br /&gt;
'''TODO:''' Explain skill maximums more.&lt;br /&gt;
&lt;br /&gt;
The average natural skill cap is supposed to be around 150 on the average, but characters that skilled are uncommon. Many large veteran gangs have only 2-4 people capped over 300, out of their 60+ gang members.  Skill caps above 400 may happen once (if at all) for the life of the whole gang.&lt;br /&gt;
&lt;br /&gt;
If you pay money to hire a character there is a slightly greater chance you will hire someone with a lower skill potential than if you used your leader to get a free hire&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=5595 Forum Discussion - see page 2&amp;lt;/ref&amp;gt;.  In other words, the free gang member each week has a slightly better chance to cap higher than bought gang members.&lt;br /&gt;
&lt;br /&gt;
A character's skill cap applies to all of that character's skills.  So, if a character hits his maximum in Gunnery at 94, he will hit that same maximum in any other skills he trains in.  A ganger may get another point in a skill once they hit the cap, due to rounding of the hidden 'cap' value.&lt;br /&gt;
&lt;br /&gt;
Leadership is not affected by the character's skill cap.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
'''TODO:''' Explain talented characters better&lt;br /&gt;
&lt;br /&gt;
Talented characters learn the skill(s?) they are talented in faster and don't reach their maximum skill cap nearly as fast as normal characters would.&lt;br /&gt;
&lt;br /&gt;
Talented characters could be able to level their chosen skill up to 300+ &lt;br /&gt;
&lt;br /&gt;
Characters who are recruited with &amp;gt;20 skill from taverns are very likely talented in that skill.&lt;br /&gt;
&lt;br /&gt;
== Skill Related Bonuses ==&lt;br /&gt;
&lt;br /&gt;
Besides being able to perform much better in their chosen skill highly skilled characters also enjoy a few interesting perks:&lt;br /&gt;
&lt;br /&gt;
* at '''30''' skill can yield [[bounties]] when killed if a bounty has been put on their gang, and their obituary will appear in the [[Darkwind Gazette]] should they perish.&lt;br /&gt;
* at '''40''' skill they can be given a nickname.&lt;br /&gt;
* for every '''50''' skill points they can learn a [[specialisms|specialism]] specific to that skill.&lt;br /&gt;
* at '''100''' skill their name will show up in the Darkwind Hall Of Fame should they die.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category:skills]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Recruiter&amp;diff=2288</id>
		<title>Recruiter</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Recruiter&amp;diff=2288"/>
		<updated>2011-02-13T17:52:16Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A gang's ''Recruiter'' increases the gang's Fame for the purposes of '''Free''' character recruitment, which in turn boosts the primary skill of the character. It does '''not''' affect the character's potential or stats (str, dex, spd).&lt;br /&gt;
&lt;br /&gt;
The ''Recruiter'' specialism affects recruiting only in the town that they are in.  This changed when the town reputations went into effect.&lt;br /&gt;
&lt;br /&gt;
'Free' characters also have a slightly higher chance to max out at higher levels&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=10746&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Specialisms]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Recruiter&amp;diff=2286</id>
		<title>Recruiter</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Recruiter&amp;diff=2286"/>
		<updated>2011-02-13T17:26:17Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A gang's ''Recruiter'' increases the gang's Fame for the purposes of '''Free''' character recruitment, which in turn boosts the primary skill of the character. It does '''not''' affect the character's potential.&lt;br /&gt;
&lt;br /&gt;
The ''Recruiter'' specialism affects recruiting in all recruiting locations regardless of the location of the actual Recruiter.  Edit: Is this an old comment?  The thread I have found mention changing it to a town specific skill.&lt;br /&gt;
&lt;br /&gt;
'Free' characters also have a higher chance to max out at higher levels&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=10746&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Specialisms]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Skills&amp;diff=2285</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Skills&amp;diff=2285"/>
		<updated>2011-02-13T17:21:10Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Characters]] are able to learn a variety of skills.  Some similar skills can be grouped together, and in these cases a [[characters|character]] with a specific skill in a group will be able to perform the other skills in the group at a reduced proficiency (approximately 50%).&lt;br /&gt;
&lt;br /&gt;
Each character will be better at improving in some skills than others, and not necessarily in the best skill they started out with.&lt;br /&gt;
&lt;br /&gt;
== Weapons Skills ==&lt;br /&gt;
* [[Gunnery]]&lt;br /&gt;
Used for shooting small and medium size weapons.&lt;br /&gt;
* [[Large Guns]]&lt;br /&gt;
Used for large and heavy weapons.&lt;br /&gt;
* [[Handguns]]&lt;br /&gt;
[[Pedestrian Weapons|Pedestrian weapons]] are weapons the characters carry and can equip when on foot.&lt;br /&gt;
&lt;br /&gt;
== Driving Skills ==&lt;br /&gt;
* [[Driving]]&lt;br /&gt;
Used for piloting small to medium sized vehicles.&lt;br /&gt;
&lt;br /&gt;
Note that the driving skill is one of the slowest skills to improve.  Improvement is based on the number of driving turns that occurred in combat.&lt;br /&gt;
&lt;br /&gt;
* [[Trucker]]&lt;br /&gt;
Used for piloting larger trucks (anything with a bulk capacity over 500).&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes. Not implemented, but can be trained.&lt;br /&gt;
&lt;br /&gt;
== Psionic Skills ==&lt;br /&gt;
* [[Mind Control]]: A number of useful effects can be achieved by this specialism which affects characters other than the Psi themselves:&lt;br /&gt;
**Psionic Mask - Convince enemy that your gang isn’t who they think it is in combat (so you don’t lose any faction rep. for injuring them)&lt;br /&gt;
**Terror – adds stress to nearby enemies (works better if you’re out of a car)&lt;br /&gt;
**Tranquility – reduces stress in nearby friends (again, a tin can around you reduces effectiveness) &lt;br /&gt;
*[[Telekinesis]]: The psionic ability to push and throw objects from a distance:&lt;br /&gt;
**Mutant Mind-Push – lets you apply a force to a vehicle, ped or creature (works better if they’re close)&lt;br /&gt;
**Whirlwind – blows up a brief cloud of dust which operates like a smokescreen; works better on dusty ground &lt;br /&gt;
*[[Pyrokinesis]]: The psionic ability to set cars, pedestrians and animals on fire. Nuff said. Note that peds and creatures can now also catch fire when hit by flaming weapons.&lt;br /&gt;
*[[Electromagnetic Pulse]]: Sends out an EMP which affects electronically-controlled weapons and V8/V12 engines within range, causing them to malfunction. Since it works by focusing solar radiation, it is stronger in the summer and especially when there is a strong green aurora.&lt;br /&gt;
*[[Defensive Energy]]: Psionically-constructed `hard air` barriers can protect the individual or their vehicle (operates as two separate skills, the vehicular one is harder to succeed with).&lt;br /&gt;
&lt;br /&gt;
Any effects that can operate at a distance do so at reduced effect the further the target is from the Psi character.&lt;br /&gt;
&lt;br /&gt;
== Misc. Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Leadership]]&lt;br /&gt;
Ability to lead others to battle and bolster their morale.&lt;br /&gt;
&lt;br /&gt;
* [[Courage]]&lt;br /&gt;
High courage characters less likely to surrender in events.&lt;br /&gt;
&lt;br /&gt;
* [[Ballistics]]&lt;br /&gt;
Used for artillery weapons.&lt;br /&gt;
Not grouped with other weapon skills&amp;lt;ref&amp;gt;http://dark-wind.com/forums2/index.php?a=topic&amp;amp;t=1562&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
Used for repairing and salvaging vehicles.&lt;br /&gt;
&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
Used for helping with the immediate effects of injuries.&lt;br /&gt;
&lt;br /&gt;
* [[Scouting]]&lt;br /&gt;
Helps evading the most dangerous [[pirates]] when [[travel|traveling]] and shifts the odds a bit more to your favour in [[scouting|scouts]]&lt;br /&gt;
&lt;br /&gt;
== Not yet implemented ==&lt;br /&gt;
&lt;br /&gt;
Even though these skills may show up on your characters it's not possible to use them yet.&lt;br /&gt;
&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removed Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Martial Arts]]&lt;br /&gt;
Ability to fight in unarmed melee combat, was removed in favour of the scouting skill&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
Characters train a small amount in the skill of your choosing every week.  This ranges from zero to two points generally.  Using a training centre can raise the limit per week to five points.  Using the training centres located in [[Somerset]] and [[Elmsfield]] for specific skills vastly improves the amount of skill they gain.  For example, a driver in Somerset can train up to eight points in a week.  The training centre in Somerset is especially adept at teaching Driving and Cycling, while Elmsfield is more focused on First Aid. Texan and Sarsfield claim to be proficient in Mechanic.&lt;br /&gt;
&lt;br /&gt;
All characters are able to learn all skills to some extent, for the skill to show up in their character sheet they need to have at least 10 points in it.&lt;br /&gt;
&lt;br /&gt;
Training occurs weekly at '''04:00 GMT Friday''' mornings.&lt;br /&gt;
&lt;br /&gt;
=== When Training Hits ===&lt;br /&gt;
Characters do not have to be in a town with a Training Centre to benefit from weekly training, so long has they have registered at a Training Centre. &lt;br /&gt;
The amount of benefit a character receives from the Training Centre is based in part on how much time he/she has spent traveling; the more time traveling, the less time training.&lt;br /&gt;
&lt;br /&gt;
Characters receive training based on the last town they were in, so if they are traveling from Gateway to Somerset when the week changes, they get training as if they were in Gateway.&lt;br /&gt;
&lt;br /&gt;
How much time a character has spent traveling can be seen in his or her Character Detail Sheet.&lt;br /&gt;
&lt;br /&gt;
=== Training Form ===&lt;br /&gt;
Training effectiveness is also affected by a character's current ''training form''.  This condition fluctuates over a period of several weeks or even months, and represents a character's ability to absorb and retain the training materials.  A character who appears to be training poorly may not do so indefinitely; a character might get stuck in a rut, but that doesn't mean he/she won't start training well again&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=2830&amp;lt;/ref&amp;gt;.  This condition is not visible to the gang owner.&lt;br /&gt;
&lt;br /&gt;
==== The Math ====&lt;br /&gt;
Training Form is a multiplier in the range of 0.4 to 2.0. The weekly training of each character is multiplied by the Training Form value to determine how much skill they learn.&lt;br /&gt;
&lt;br /&gt;
Each character's Training Form is randomly modified every week by +/- 0.3. There is also a -0.02 modifier that slowly degrades training over time.  The Form will never go above 2 or fall below 0.4. &lt;br /&gt;
&lt;br /&gt;
Each rank of [[leadership|Motivator]] gives a 0.05 bonus to Training Form for characters in the same town as the Motivator. For example, a level 5 Motivator provides a 0.25 point bonus to every character in town with him.&lt;br /&gt;
&lt;br /&gt;
=== Field Training ===&lt;br /&gt;
Characters can train while on [[encounters|wilderness encounters]], and the more dangerous the region the more effective field training is. Also, the lower the character's skill, the more effective field training is. &lt;br /&gt;
&lt;br /&gt;
Therefore, low skilled characters generally field train faster (even in Somerset) and that higher skilled characters have to move to more dangerous regions to keep their field training going well. &lt;br /&gt;
&lt;br /&gt;
All field training skills are affected: weapons, driving, trucker, courage, first aid, mechanic, leadership.&lt;br /&gt;
&lt;br /&gt;
=== Leveling Through Use ===&lt;br /&gt;
All skills also level when used in events, however, not all characters will use their skills.  Obviously, if a character is firing a weapon, the chance their skill with that weapon will increase is high.&lt;br /&gt;
&lt;br /&gt;
Mechanics and scouts are a little different.  The highest level Mechanic and Scout present in the event will receive the most training, however, the highest Mechanic and Scout of '''each gang''' will also receive some training as well.&lt;br /&gt;
&lt;br /&gt;
First Aid is a bit different in that if the scout is successful (ends in a Looting Phase) the character with the highest skill in the '''entire squad''' may level his First Aid skill. If the scout is unsuccessful (the players' cars escape), then the character with the highest First Aid in '''each car''' may level his First Aid skill.  This simulates the behavior that when escaping, cars will scatter and regroup later, in which case the best medic immediately available is pressed into service.&lt;br /&gt;
&lt;br /&gt;
For more active players this should usually amount to more than what they gain through weekly training.&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
Exact requirements of leveling through use.&lt;br /&gt;
&lt;br /&gt;
=== Floating Point Notice ===&lt;br /&gt;
&amp;lt;del&amp;gt;The skill levels on the character sheet are only approximations rounded to their nearest integer value (So 49.5 becomes 50) for example.&lt;br /&gt;
&lt;br /&gt;
It's the source of some confusion as you're not able to nickname or buy specialisms for characters who are close enough to show up as having 40 or 50 skill but aren't actually eligible.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is no longer the case as skills are now rounded down.  This is causing some confusion of its own because players are seeing an apparent 'skill loss'.&lt;br /&gt;
&lt;br /&gt;
== Skill Maximums ==&lt;br /&gt;
'''TODO:''' Explain skill maximums more.&lt;br /&gt;
&lt;br /&gt;
The average natural skill cap is supposed to be around 150 on the average, but characters that skilled are uncommon. Many large veteran gangs have only 2-4 people capped over 300, out of their 60+ gang members.  Skill caps above 400 may happen once (if at all) for the life of the whole gang.&lt;br /&gt;
&lt;br /&gt;
If you pay money to hire a character there is a slightly greater chance you will hire someone with a lower skill potential than if you used your leader to get a free hire&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=5595 Forum Discussion - see page 2&amp;lt;/ref&amp;gt;.  In other words, the free gang member each week has a slightly better chance to cap higher than bought gang members.&lt;br /&gt;
&lt;br /&gt;
A character's skill cap applies to all of that character's skills.  So, if a character hits his maximum in Gunnery at 94, he will hit that same maximum in any other skills he trains in.  A ganger may get another point in a skill once they hit the cap, due to rounding of the hidden 'cap' value.&lt;br /&gt;
&lt;br /&gt;
Leadership is not affected by the character's skill cap.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
'''TODO:''' Explain talented characters better&lt;br /&gt;
&lt;br /&gt;
Talented characters learn the skill(s?) they are talented in faster and don't reach their maximum skill cap nearly as fast as normal characters would.&lt;br /&gt;
&lt;br /&gt;
Talented characters could be able to level their chosen skill up to 300+ &lt;br /&gt;
&lt;br /&gt;
Characters who are recruited with &amp;gt;20 skill from taverns are very likely talented in that skill.&lt;br /&gt;
&lt;br /&gt;
== Skill Related Bonuses ==&lt;br /&gt;
&lt;br /&gt;
Besides being able to perform much better in their chosen skill highly skilled characters also enjoy a few interesting perks:&lt;br /&gt;
&lt;br /&gt;
* at '''30''' skill can yield [[bounties]] when killed if a bounty has been put on their gang, and their obituary will appear in the [[Darkwind Gazette]] should they perish.&lt;br /&gt;
* at '''40''' skill they can be given a nickname.&lt;br /&gt;
* for every '''50''' skill points they can learn a [[specialisms|specialism]] specific to that skill.&lt;br /&gt;
* at '''100''' skill their name will show up in the Darkwind Hall Of Fame should they die.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category:skills]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Economy&amp;diff=2259</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Economy&amp;diff=2259"/>
		<updated>2011-02-12T23:16:10Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Market */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Dark-Wind Economy==&lt;br /&gt;
Everything in Darkwind has a price.  That price is different in each town, and can fluctuate based on the volume of goods being bought and sold.  Darkwind has a Dynamic Economy.  As production and usage vary, as goods are moved about between cities, the prices will change.&lt;br /&gt;
&lt;br /&gt;
==Market==&lt;br /&gt;
Every town and camp has a market for buying and selling goods.  The bulk goods available in each town market represent the bulk of the economy.  Water, Food, Fuel, [[Car parts|Car Parts]], Electronic Parts, Plastics, Stone and Scrap can all be bought and sold in every town.  Ammuntion can also be bought at the market, either from NPCs or from players if they are selling it there.  There are also items that Players want to sell in the market.  If you wish to try to sell something on the player market, go to the correct section of the market (Engines if you want to sell an engine), and at the bottom will be a list of every sale-able part in your town lockup.  Pick a price, a Password (if needed), and hit sell.  To remove something from the market, buy it back.  If you don't have the funds to buy back something you put up (say, an expensive rare item), you can always re-price the item, down to $1.  Put in a password so no-one accidentally gets it before you buy it back!&lt;br /&gt;
&lt;br /&gt;
==Jake's Car Sales and Other Autoparts Stores==&lt;br /&gt;
In Somerset, Jakes's Car Sales and Repairs is the place to sell cars and weapons that you don't want to sell on the market.  Every town has a place to sell all the chassis' and weapons brought back from scouts.  It may not be full price, but it is quick and easy.  Most scouting events will result in damaged loot chassis' brought back to town, which will just get sold at the Autoparts store instead of trying to sell it on the market.  In most places you can also buy some cars and parts here.  More dangerous towns generally have more chassis to choose from when buying a new car.  If you want that new Windy II, you may have to go to the Gateway Truckstop.  To get an Apache you might have to run out to the Badlands Truckstop.  This is generally much cheaper than player prices on the Market, however you have to drive it back home to use it, and that might get dangerous...&lt;br /&gt;
&lt;br /&gt;
== Goods Creation ==&lt;br /&gt;
Several goods are produced in specific towns.  Fuel in Texan, Car Parts in Sarsfield/Texan, Food in Somerset/Elmsfield, etc.  Most of these goods can also be brought into the game economy through camp production (Water, Food, Fuel) or from scouting (Car Parts, Electronic Parts, plastics and Scrap).  Traders deal in most/all of these as well, so hunting traders can bring these goods into the game as well.&lt;br /&gt;
&lt;br /&gt;
Stone is also among the bulk goods, but is primarily for building camp structures.&lt;br /&gt;
&lt;br /&gt;
== Cars and Their Parts ==&lt;br /&gt;
Cars are brought into the economy from scouting, and (when sold) can change the economy for car and part prices.  Prices of weapons, engines and tyres will change as more are sold at a town.  Depending on the rarity and value of a specific car or part, players will sell them in the marketplace in each town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category: Economy]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Events&amp;diff=2258</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Events&amp;diff=2258"/>
		<updated>2011-02-12T22:51:08Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Wilderness Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The tactical, car-combat aspects of Darkwind take place in ''In-town'' and ''Wilderness'' events.&lt;br /&gt;
&lt;br /&gt;
=== Going AFK ===&lt;br /&gt;
If you ''go AFK'' during an event the following automated actions occur:&lt;br /&gt;
# if no orders are submitted for 5 moves you get a warning&lt;br /&gt;
# if no orders are submitted for 8 moves you auto-disconnect back to the lobby&lt;br /&gt;
#* any vehicles under your control will behave as you have set in your Preferences, i.e. allowing other players to control them, running away, or letting the AI take control.&lt;br /&gt;
&lt;br /&gt;
== In-Town Events ==&lt;br /&gt;
Vehicle-based spectator sports are the primary diversion for the population of [[Evan]].&lt;br /&gt;
&lt;br /&gt;
There are 3 types of events:&lt;br /&gt;
# [[Race]] - a non-combat race similar to present day autoracing only without caution flags&lt;br /&gt;
# [[Death Race]] - a race with armed vehicles. Heavy casualties, including deaths, are the norm for these events.&lt;br /&gt;
# [[Arena Combat]] - vehicular combat within a confined arena space.  Points are awarded for damage done to the opposing team.&lt;br /&gt;
# [[Gladiator Combat]] - results from characters being sold to the Arena in Firelight.&lt;br /&gt;
Most of these can be a [[custom]], [[professional]], [[league]] or [[ladder]] event.&lt;br /&gt;
&lt;br /&gt;
Persistent [[Lap Records]] can be earned in the the various Race and Death Race events.&lt;br /&gt;
 &lt;br /&gt;
=== Vehicle Customization ===&lt;br /&gt;
Vehicles used in town events can be adjusted in a variety of ways.&lt;br /&gt;
Players can adjust the following attributes of the vehicle they will use in the event:&lt;br /&gt;
* Paint job/skin&lt;br /&gt;
* Suspension Length&lt;br /&gt;
* Suspension Stiffness&lt;br /&gt;
* Tyre Pressure&lt;br /&gt;
* Armor Configuration&lt;br /&gt;
&lt;br /&gt;
==== Setting Up your Vehicle ====&lt;br /&gt;
&lt;br /&gt;
It’s paramount to note that the same settings for Suspension Length and Suspension Stiffness may lend radically different (and even opposed) results from one chassis to another. The first step to experimenting with these two settings is to “know” the vehicle you’ve chosen. The initial suspension height and stiffness for one vehicle (say a Sunrise –which is very high and very soft) will be entirely different from those of another (say a Flash – which is very low and very stiff). Trial and error will teach you the proper settings for your driving style, although these description will provide you with guidelines.&lt;br /&gt;
&lt;br /&gt;
***NOTE*** The following information regarding &amp;quot;Suspension Length&amp;quot;, &amp;quot;Suspension Stiffness&amp;quot; and &amp;quot;Tyre Pressure&amp;quot; is based on extensive town event play and lap record setting but cannot be verified officially as these features were coded into the game without clearly defined effects to vehicle handling.&lt;br /&gt;
&lt;br /&gt;
==== Suspension Length ====&lt;br /&gt;
&lt;br /&gt;
The length of your suspension will mostly affect how well your vehicle avoids damage from difficult, uneven terrain as well as your vehicle's cornering ability.&lt;br /&gt;
&lt;br /&gt;
A higher suspension will improve your vehicle's handling when driving over sharp dips and peaks in a race track's terrain. The higher your suspension, the better the chances that you will coast over such obstacles without affecting the direction in which your vehicle is heading. A higher suspension will also prevent your car from bottoming out on rough terrain, a situation that would lead to potential armor damage (particularly to front armor) and loss of speed and direction.&lt;br /&gt;
&lt;br /&gt;
A lower suspension will improve your vehicle's ability to corner tightly. In practice, the lower center of gravity afforded by a low suspension will translate to less counter-steering in tight corners, less loss of speed and considerably less understeer when tackling a corner at high speeds.&lt;br /&gt;
&lt;br /&gt;
==== Suspension Stiffness ====&lt;br /&gt;
The stiffness of your suspension will affect your vehicle’s ability to absorb uneven terrain and your ability to corner. Contrary to suspension height, which will determine whether you lose speed or take damage from bumps and holes in the road, suspension stiffness will affect how your vehicle banks and dips after entering or exiting uneven terrain.&lt;br /&gt;
&lt;br /&gt;
A softer suspension will improve a vehicle’s handling when driving over tough terrain:  it will maintain the car’s level while your vehicle’s wheels move up and down along the suspension strut. A stiffer suspension will cause your vehicle to “mirror” the shape of the terrain it is tackling, which can cause your vehicle to bounce wildly for several turns after exiting a patch of tough ground (this essentially prevents you from adjusting your speed and your heading effectively until your vehicle stops bouncing).&lt;br /&gt;
&lt;br /&gt;
A stiff suspension can  improve cornering speed by reducing the body roll in turns although it will cause the vehicle to understeer slightly. Generally speaking, this is a preferred setting on flat, fast tracks to maintain speed and reduce counter-steering when taking corners at high speeds.&lt;br /&gt;
&lt;br /&gt;
==== Tyre Pressure ====&lt;br /&gt;
Tyre Pressure will affect your vehicle’s acceleration and handling, and can also affect how much (or little) tyre damage you take from cornering at speed or losing control.&lt;br /&gt;
&lt;br /&gt;
Low tyre pressure will help your vehicle grip the racing surface more effectively, particularly on asphalt and rock surfaces. At the cost of a decreased top speed, low tyre pressure will also improve your vehicle’s acceleration. When drifting or cornering at high speeds –or when losing control and spinning out on rough surfaces (asphalt and rock) - low tyre pressure will radically increase the amount of tyre damage you suffer.&lt;br /&gt;
&lt;br /&gt;
High tyre pressure will afford your vehicle a higher top speed and better damage resistance when drifting/turning or losing control - particularly on asphalt and rock. On the other hand, you’ll have less grip on the racing surface and you will have lower acceleration.&lt;br /&gt;
&lt;br /&gt;
== Wilderness Events ==&lt;br /&gt;
Wilderness events are [[encounters]] that happen on wilderness maps.  They can happen when [[travel|traveling]] between towns or when [[Scouting (activity)|scouting]]. They can be either [[PvE]] or [[PvP]].&lt;br /&gt;
&lt;br /&gt;
There are several versions of wilderness events.&lt;br /&gt;
# Travel Encounters - When driving between towns, there will likely be some encounters with local gangs.  &lt;br /&gt;
# Scouting Encounters - Intentional fights with local gangs.  Either local gangs, or traders, if you choose.&lt;br /&gt;
# Returns - After a scout, you may get a second encounter, at the gates of town.&lt;br /&gt;
# PvP - If your PvP flag is active, then one of your encounters can be replaced with a PvP encounter, is someone else is ready. If you have a PvP ancounter, you shouldn't have anymore encounters until back in town.&lt;br /&gt;
# Rally - A race run just outside of town, between randomly generated gates. Currently there are only Professional events.&lt;br /&gt;
# Death Rally - Like a regular rally, but with Combat.  Currently there are only Professional events.&lt;br /&gt;
# [[Town Attack PvP|Town Attack PvP]] - Sometimes pirates will attack town, and you can choose to be the militia defending the town, or the pirates.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Events]]&lt;br /&gt;
[[Category: Vehicles]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Events&amp;diff=2257</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Events&amp;diff=2257"/>
		<updated>2011-02-12T22:50:56Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Wilderness Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The tactical, car-combat aspects of Darkwind take place in ''In-town'' and ''Wilderness'' events.&lt;br /&gt;
&lt;br /&gt;
=== Going AFK ===&lt;br /&gt;
If you ''go AFK'' during an event the following automated actions occur:&lt;br /&gt;
# if no orders are submitted for 5 moves you get a warning&lt;br /&gt;
# if no orders are submitted for 8 moves you auto-disconnect back to the lobby&lt;br /&gt;
#* any vehicles under your control will behave as you have set in your Preferences, i.e. allowing other players to control them, running away, or letting the AI take control.&lt;br /&gt;
&lt;br /&gt;
== In-Town Events ==&lt;br /&gt;
Vehicle-based spectator sports are the primary diversion for the population of [[Evan]].&lt;br /&gt;
&lt;br /&gt;
There are 3 types of events:&lt;br /&gt;
# [[Race]] - a non-combat race similar to present day autoracing only without caution flags&lt;br /&gt;
# [[Death Race]] - a race with armed vehicles. Heavy casualties, including deaths, are the norm for these events.&lt;br /&gt;
# [[Arena Combat]] - vehicular combat within a confined arena space.  Points are awarded for damage done to the opposing team.&lt;br /&gt;
# [[Gladiator Combat]] - results from characters being sold to the Arena in Firelight.&lt;br /&gt;
Most of these can be a [[custom]], [[professional]], [[league]] or [[ladder]] event.&lt;br /&gt;
&lt;br /&gt;
Persistent [[Lap Records]] can be earned in the the various Race and Death Race events.&lt;br /&gt;
 &lt;br /&gt;
=== Vehicle Customization ===&lt;br /&gt;
Vehicles used in town events can be adjusted in a variety of ways.&lt;br /&gt;
Players can adjust the following attributes of the vehicle they will use in the event:&lt;br /&gt;
* Paint job/skin&lt;br /&gt;
* Suspension Length&lt;br /&gt;
* Suspension Stiffness&lt;br /&gt;
* Tyre Pressure&lt;br /&gt;
* Armor Configuration&lt;br /&gt;
&lt;br /&gt;
==== Setting Up your Vehicle ====&lt;br /&gt;
&lt;br /&gt;
It’s paramount to note that the same settings for Suspension Length and Suspension Stiffness may lend radically different (and even opposed) results from one chassis to another. The first step to experimenting with these two settings is to “know” the vehicle you’ve chosen. The initial suspension height and stiffness for one vehicle (say a Sunrise –which is very high and very soft) will be entirely different from those of another (say a Flash – which is very low and very stiff). Trial and error will teach you the proper settings for your driving style, although these description will provide you with guidelines.&lt;br /&gt;
&lt;br /&gt;
***NOTE*** The following information regarding &amp;quot;Suspension Length&amp;quot;, &amp;quot;Suspension Stiffness&amp;quot; and &amp;quot;Tyre Pressure&amp;quot; is based on extensive town event play and lap record setting but cannot be verified officially as these features were coded into the game without clearly defined effects to vehicle handling.&lt;br /&gt;
&lt;br /&gt;
==== Suspension Length ====&lt;br /&gt;
&lt;br /&gt;
The length of your suspension will mostly affect how well your vehicle avoids damage from difficult, uneven terrain as well as your vehicle's cornering ability.&lt;br /&gt;
&lt;br /&gt;
A higher suspension will improve your vehicle's handling when driving over sharp dips and peaks in a race track's terrain. The higher your suspension, the better the chances that you will coast over such obstacles without affecting the direction in which your vehicle is heading. A higher suspension will also prevent your car from bottoming out on rough terrain, a situation that would lead to potential armor damage (particularly to front armor) and loss of speed and direction.&lt;br /&gt;
&lt;br /&gt;
A lower suspension will improve your vehicle's ability to corner tightly. In practice, the lower center of gravity afforded by a low suspension will translate to less counter-steering in tight corners, less loss of speed and considerably less understeer when tackling a corner at high speeds.&lt;br /&gt;
&lt;br /&gt;
==== Suspension Stiffness ====&lt;br /&gt;
The stiffness of your suspension will affect your vehicle’s ability to absorb uneven terrain and your ability to corner. Contrary to suspension height, which will determine whether you lose speed or take damage from bumps and holes in the road, suspension stiffness will affect how your vehicle banks and dips after entering or exiting uneven terrain.&lt;br /&gt;
&lt;br /&gt;
A softer suspension will improve a vehicle’s handling when driving over tough terrain:  it will maintain the car’s level while your vehicle’s wheels move up and down along the suspension strut. A stiffer suspension will cause your vehicle to “mirror” the shape of the terrain it is tackling, which can cause your vehicle to bounce wildly for several turns after exiting a patch of tough ground (this essentially prevents you from adjusting your speed and your heading effectively until your vehicle stops bouncing).&lt;br /&gt;
&lt;br /&gt;
A stiff suspension can  improve cornering speed by reducing the body roll in turns although it will cause the vehicle to understeer slightly. Generally speaking, this is a preferred setting on flat, fast tracks to maintain speed and reduce counter-steering when taking corners at high speeds.&lt;br /&gt;
&lt;br /&gt;
==== Tyre Pressure ====&lt;br /&gt;
Tyre Pressure will affect your vehicle’s acceleration and handling, and can also affect how much (or little) tyre damage you take from cornering at speed or losing control.&lt;br /&gt;
&lt;br /&gt;
Low tyre pressure will help your vehicle grip the racing surface more effectively, particularly on asphalt and rock surfaces. At the cost of a decreased top speed, low tyre pressure will also improve your vehicle’s acceleration. When drifting or cornering at high speeds –or when losing control and spinning out on rough surfaces (asphalt and rock) - low tyre pressure will radically increase the amount of tyre damage you suffer.&lt;br /&gt;
&lt;br /&gt;
High tyre pressure will afford your vehicle a higher top speed and better damage resistance when drifting/turning or losing control - particularly on asphalt and rock. On the other hand, you’ll have less grip on the racing surface and you will have lower acceleration.&lt;br /&gt;
&lt;br /&gt;
== Wilderness Events ==&lt;br /&gt;
Wilderness events are [[encounters]] that happen on wilderness maps.  They can happen when [[travel|traveling]] between towns or when [[scouting|Scouting (activity)|scouting]]. They can be either [[PvE]] or [[PvP]].&lt;br /&gt;
&lt;br /&gt;
There are several versions of wilderness events.&lt;br /&gt;
# Travel Encounters - When driving between towns, there will likely be some encounters with local gangs.  &lt;br /&gt;
# Scouting Encounters - Intentional fights with local gangs.  Either local gangs, or traders, if you choose.&lt;br /&gt;
# Returns - After a scout, you may get a second encounter, at the gates of town.&lt;br /&gt;
# PvP - If your PvP flag is active, then one of your encounters can be replaced with a PvP encounter, is someone else is ready. If you have a PvP ancounter, you shouldn't have anymore encounters until back in town.&lt;br /&gt;
# Rally - A race run just outside of town, between randomly generated gates. Currently there are only Professional events.&lt;br /&gt;
# Death Rally - Like a regular rally, but with Combat.  Currently there are only Professional events.&lt;br /&gt;
# [[Town Attack PvP|Town Attack PvP]] - Sometimes pirates will attack town, and you can choose to be the militia defending the town, or the pirates.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Events]]&lt;br /&gt;
[[Category: Vehicles]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Events&amp;diff=2256</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Events&amp;diff=2256"/>
		<updated>2011-02-12T22:50:38Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Wilderness Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The tactical, car-combat aspects of Darkwind take place in ''In-town'' and ''Wilderness'' events.&lt;br /&gt;
&lt;br /&gt;
=== Going AFK ===&lt;br /&gt;
If you ''go AFK'' during an event the following automated actions occur:&lt;br /&gt;
# if no orders are submitted for 5 moves you get a warning&lt;br /&gt;
# if no orders are submitted for 8 moves you auto-disconnect back to the lobby&lt;br /&gt;
#* any vehicles under your control will behave as you have set in your Preferences, i.e. allowing other players to control them, running away, or letting the AI take control.&lt;br /&gt;
&lt;br /&gt;
== In-Town Events ==&lt;br /&gt;
Vehicle-based spectator sports are the primary diversion for the population of [[Evan]].&lt;br /&gt;
&lt;br /&gt;
There are 3 types of events:&lt;br /&gt;
# [[Race]] - a non-combat race similar to present day autoracing only without caution flags&lt;br /&gt;
# [[Death Race]] - a race with armed vehicles. Heavy casualties, including deaths, are the norm for these events.&lt;br /&gt;
# [[Arena Combat]] - vehicular combat within a confined arena space.  Points are awarded for damage done to the opposing team.&lt;br /&gt;
# [[Gladiator Combat]] - results from characters being sold to the Arena in Firelight.&lt;br /&gt;
Most of these can be a [[custom]], [[professional]], [[league]] or [[ladder]] event.&lt;br /&gt;
&lt;br /&gt;
Persistent [[Lap Records]] can be earned in the the various Race and Death Race events.&lt;br /&gt;
 &lt;br /&gt;
=== Vehicle Customization ===&lt;br /&gt;
Vehicles used in town events can be adjusted in a variety of ways.&lt;br /&gt;
Players can adjust the following attributes of the vehicle they will use in the event:&lt;br /&gt;
* Paint job/skin&lt;br /&gt;
* Suspension Length&lt;br /&gt;
* Suspension Stiffness&lt;br /&gt;
* Tyre Pressure&lt;br /&gt;
* Armor Configuration&lt;br /&gt;
&lt;br /&gt;
==== Setting Up your Vehicle ====&lt;br /&gt;
&lt;br /&gt;
It’s paramount to note that the same settings for Suspension Length and Suspension Stiffness may lend radically different (and even opposed) results from one chassis to another. The first step to experimenting with these two settings is to “know” the vehicle you’ve chosen. The initial suspension height and stiffness for one vehicle (say a Sunrise –which is very high and very soft) will be entirely different from those of another (say a Flash – which is very low and very stiff). Trial and error will teach you the proper settings for your driving style, although these description will provide you with guidelines.&lt;br /&gt;
&lt;br /&gt;
***NOTE*** The following information regarding &amp;quot;Suspension Length&amp;quot;, &amp;quot;Suspension Stiffness&amp;quot; and &amp;quot;Tyre Pressure&amp;quot; is based on extensive town event play and lap record setting but cannot be verified officially as these features were coded into the game without clearly defined effects to vehicle handling.&lt;br /&gt;
&lt;br /&gt;
==== Suspension Length ====&lt;br /&gt;
&lt;br /&gt;
The length of your suspension will mostly affect how well your vehicle avoids damage from difficult, uneven terrain as well as your vehicle's cornering ability.&lt;br /&gt;
&lt;br /&gt;
A higher suspension will improve your vehicle's handling when driving over sharp dips and peaks in a race track's terrain. The higher your suspension, the better the chances that you will coast over such obstacles without affecting the direction in which your vehicle is heading. A higher suspension will also prevent your car from bottoming out on rough terrain, a situation that would lead to potential armor damage (particularly to front armor) and loss of speed and direction.&lt;br /&gt;
&lt;br /&gt;
A lower suspension will improve your vehicle's ability to corner tightly. In practice, the lower center of gravity afforded by a low suspension will translate to less counter-steering in tight corners, less loss of speed and considerably less understeer when tackling a corner at high speeds.&lt;br /&gt;
&lt;br /&gt;
==== Suspension Stiffness ====&lt;br /&gt;
The stiffness of your suspension will affect your vehicle’s ability to absorb uneven terrain and your ability to corner. Contrary to suspension height, which will determine whether you lose speed or take damage from bumps and holes in the road, suspension stiffness will affect how your vehicle banks and dips after entering or exiting uneven terrain.&lt;br /&gt;
&lt;br /&gt;
A softer suspension will improve a vehicle’s handling when driving over tough terrain:  it will maintain the car’s level while your vehicle’s wheels move up and down along the suspension strut. A stiffer suspension will cause your vehicle to “mirror” the shape of the terrain it is tackling, which can cause your vehicle to bounce wildly for several turns after exiting a patch of tough ground (this essentially prevents you from adjusting your speed and your heading effectively until your vehicle stops bouncing).&lt;br /&gt;
&lt;br /&gt;
A stiff suspension can  improve cornering speed by reducing the body roll in turns although it will cause the vehicle to understeer slightly. Generally speaking, this is a preferred setting on flat, fast tracks to maintain speed and reduce counter-steering when taking corners at high speeds.&lt;br /&gt;
&lt;br /&gt;
==== Tyre Pressure ====&lt;br /&gt;
Tyre Pressure will affect your vehicle’s acceleration and handling, and can also affect how much (or little) tyre damage you take from cornering at speed or losing control.&lt;br /&gt;
&lt;br /&gt;
Low tyre pressure will help your vehicle grip the racing surface more effectively, particularly on asphalt and rock surfaces. At the cost of a decreased top speed, low tyre pressure will also improve your vehicle’s acceleration. When drifting or cornering at high speeds –or when losing control and spinning out on rough surfaces (asphalt and rock) - low tyre pressure will radically increase the amount of tyre damage you suffer.&lt;br /&gt;
&lt;br /&gt;
High tyre pressure will afford your vehicle a higher top speed and better damage resistance when drifting/turning or losing control - particularly on asphalt and rock. On the other hand, you’ll have less grip on the racing surface and you will have lower acceleration.&lt;br /&gt;
&lt;br /&gt;
== Wilderness Events ==&lt;br /&gt;
Wilderness events are [[encounters]] that happen on wilderness maps.  They can happen when [[travel|traveling]] between towns or when [[scouting|Scouting (activity)]]. They can be either [[PvE]] or [[PvP]].&lt;br /&gt;
&lt;br /&gt;
There are several versions of wilderness events.&lt;br /&gt;
# Travel Encounters - When driving between towns, there will likely be some encounters with local gangs.  &lt;br /&gt;
# Scouting Encounters - Intentional fights with local gangs.  Either local gangs, or traders, if you choose.&lt;br /&gt;
# Returns - After a scout, you may get a second encounter, at the gates of town.&lt;br /&gt;
# PvP - If your PvP flag is active, then one of your encounters can be replaced with a PvP encounter, is someone else is ready. If you have a PvP ancounter, you shouldn't have anymore encounters until back in town.&lt;br /&gt;
# Rally - A race run just outside of town, between randomly generated gates. Currently there are only Professional events.&lt;br /&gt;
# Death Rally - Like a regular rally, but with Combat.  Currently there are only Professional events.&lt;br /&gt;
# [[Town Attack PvP|Town Attack PvP]] - Sometimes pirates will attack town, and you can choose to be the militia defending the town, or the pirates.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Events]]&lt;br /&gt;
[[Category: Vehicles]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Events&amp;diff=2255</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Events&amp;diff=2255"/>
		<updated>2011-02-12T22:47:51Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Wilderness Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The tactical, car-combat aspects of Darkwind take place in ''In-town'' and ''Wilderness'' events.&lt;br /&gt;
&lt;br /&gt;
=== Going AFK ===&lt;br /&gt;
If you ''go AFK'' during an event the following automated actions occur:&lt;br /&gt;
# if no orders are submitted for 5 moves you get a warning&lt;br /&gt;
# if no orders are submitted for 8 moves you auto-disconnect back to the lobby&lt;br /&gt;
#* any vehicles under your control will behave as you have set in your Preferences, i.e. allowing other players to control them, running away, or letting the AI take control.&lt;br /&gt;
&lt;br /&gt;
== In-Town Events ==&lt;br /&gt;
Vehicle-based spectator sports are the primary diversion for the population of [[Evan]].&lt;br /&gt;
&lt;br /&gt;
There are 3 types of events:&lt;br /&gt;
# [[Race]] - a non-combat race similar to present day autoracing only without caution flags&lt;br /&gt;
# [[Death Race]] - a race with armed vehicles. Heavy casualties, including deaths, are the norm for these events.&lt;br /&gt;
# [[Arena Combat]] - vehicular combat within a confined arena space.  Points are awarded for damage done to the opposing team.&lt;br /&gt;
# [[Gladiator Combat]] - results from characters being sold to the Arena in Firelight.&lt;br /&gt;
Most of these can be a [[custom]], [[professional]], [[league]] or [[ladder]] event.&lt;br /&gt;
&lt;br /&gt;
Persistent [[Lap Records]] can be earned in the the various Race and Death Race events.&lt;br /&gt;
 &lt;br /&gt;
=== Vehicle Customization ===&lt;br /&gt;
Vehicles used in town events can be adjusted in a variety of ways.&lt;br /&gt;
Players can adjust the following attributes of the vehicle they will use in the event:&lt;br /&gt;
* Paint job/skin&lt;br /&gt;
* Suspension Length&lt;br /&gt;
* Suspension Stiffness&lt;br /&gt;
* Tyre Pressure&lt;br /&gt;
* Armor Configuration&lt;br /&gt;
&lt;br /&gt;
==== Setting Up your Vehicle ====&lt;br /&gt;
&lt;br /&gt;
It’s paramount to note that the same settings for Suspension Length and Suspension Stiffness may lend radically different (and even opposed) results from one chassis to another. The first step to experimenting with these two settings is to “know” the vehicle you’ve chosen. The initial suspension height and stiffness for one vehicle (say a Sunrise –which is very high and very soft) will be entirely different from those of another (say a Flash – which is very low and very stiff). Trial and error will teach you the proper settings for your driving style, although these description will provide you with guidelines.&lt;br /&gt;
&lt;br /&gt;
***NOTE*** The following information regarding &amp;quot;Suspension Length&amp;quot;, &amp;quot;Suspension Stiffness&amp;quot; and &amp;quot;Tyre Pressure&amp;quot; is based on extensive town event play and lap record setting but cannot be verified officially as these features were coded into the game without clearly defined effects to vehicle handling.&lt;br /&gt;
&lt;br /&gt;
==== Suspension Length ====&lt;br /&gt;
&lt;br /&gt;
The length of your suspension will mostly affect how well your vehicle avoids damage from difficult, uneven terrain as well as your vehicle's cornering ability.&lt;br /&gt;
&lt;br /&gt;
A higher suspension will improve your vehicle's handling when driving over sharp dips and peaks in a race track's terrain. The higher your suspension, the better the chances that you will coast over such obstacles without affecting the direction in which your vehicle is heading. A higher suspension will also prevent your car from bottoming out on rough terrain, a situation that would lead to potential armor damage (particularly to front armor) and loss of speed and direction.&lt;br /&gt;
&lt;br /&gt;
A lower suspension will improve your vehicle's ability to corner tightly. In practice, the lower center of gravity afforded by a low suspension will translate to less counter-steering in tight corners, less loss of speed and considerably less understeer when tackling a corner at high speeds.&lt;br /&gt;
&lt;br /&gt;
==== Suspension Stiffness ====&lt;br /&gt;
The stiffness of your suspension will affect your vehicle’s ability to absorb uneven terrain and your ability to corner. Contrary to suspension height, which will determine whether you lose speed or take damage from bumps and holes in the road, suspension stiffness will affect how your vehicle banks and dips after entering or exiting uneven terrain.&lt;br /&gt;
&lt;br /&gt;
A softer suspension will improve a vehicle’s handling when driving over tough terrain:  it will maintain the car’s level while your vehicle’s wheels move up and down along the suspension strut. A stiffer suspension will cause your vehicle to “mirror” the shape of the terrain it is tackling, which can cause your vehicle to bounce wildly for several turns after exiting a patch of tough ground (this essentially prevents you from adjusting your speed and your heading effectively until your vehicle stops bouncing).&lt;br /&gt;
&lt;br /&gt;
A stiff suspension can  improve cornering speed by reducing the body roll in turns although it will cause the vehicle to understeer slightly. Generally speaking, this is a preferred setting on flat, fast tracks to maintain speed and reduce counter-steering when taking corners at high speeds.&lt;br /&gt;
&lt;br /&gt;
==== Tyre Pressure ====&lt;br /&gt;
Tyre Pressure will affect your vehicle’s acceleration and handling, and can also affect how much (or little) tyre damage you take from cornering at speed or losing control.&lt;br /&gt;
&lt;br /&gt;
Low tyre pressure will help your vehicle grip the racing surface more effectively, particularly on asphalt and rock surfaces. At the cost of a decreased top speed, low tyre pressure will also improve your vehicle’s acceleration. When drifting or cornering at high speeds –or when losing control and spinning out on rough surfaces (asphalt and rock) - low tyre pressure will radically increase the amount of tyre damage you suffer.&lt;br /&gt;
&lt;br /&gt;
High tyre pressure will afford your vehicle a higher top speed and better damage resistance when drifting/turning or losing control - particularly on asphalt and rock. On the other hand, you’ll have less grip on the racing surface and you will have lower acceleration.&lt;br /&gt;
&lt;br /&gt;
== Wilderness Events ==&lt;br /&gt;
Wilderness events are [[encounters]] that happen on wilderness maps.  They can happen when [[travel|traveling]] between towns or when [[scouting]]. They can be either [[PvE]] or [[PvP]].&lt;br /&gt;
&lt;br /&gt;
There are several versions of wilderness events.&lt;br /&gt;
# Travel Encounters - When driving between towns, there will likely be some encounters with local gangs.  &lt;br /&gt;
# Scouting Encounters - Intentional fights with local gangs.  Either local gangs, or traders, if you choose.&lt;br /&gt;
# Returns - After a scout, you may get a second encounter, at the gates of town.&lt;br /&gt;
# PvP - If your PvP flag is active, then one of your encounters can be replaced with a PvP encounter, is someone else is ready. If you have a PvP ancounter, you shouldn't have anymore encounters until back in town.&lt;br /&gt;
# Rally - A race run just outside of town, between randomly generated gates. Currently there are only Professional events.&lt;br /&gt;
# Death Rally - Like a regular rally, but with Combat.  Currently there are only Professional events.&lt;br /&gt;
# [[Town Attack PvP|Town Attack PvP]] - Sometimes pirates will attack town, and you can choose to be the militia defending the town, or the pirates.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Events]]&lt;br /&gt;
[[Category: Vehicles]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Scout_Leading_Guide&amp;diff=2254</id>
		<title>Scout Leading Guide</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Scout_Leading_Guide&amp;diff=2254"/>
		<updated>2011-02-12T22:41:12Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* The 'My Scouting Squad' Button */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Being a successful scout leader is no big deal, but it usually follows a procedure that can be considered as &amp;quot;unwritten law of scout leading&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The most important part is to know the [[Initial_Scout_Guide|Initial Scout Guide]], if you want to survive the wastes.&lt;br /&gt;
Then you should have [b]joined a few scouts[/b] of more experienced players, which gives you some fast cash and experience. Also you will already know the common procedure of scouts.&lt;br /&gt;
And, make sure that you have the [b]time to lead the scout[/b] and dont forget to calculate a possible return encounter after the main even.&lt;br /&gt;
&lt;br /&gt;
==Form a squad==&lt;br /&gt;
To start a scout you need - of course - a scout squad. You can form new squad on the website under &amp;quot;Squads&amp;quot;. DW players are a creative crowd so the common password for scout squads is &amp;quot;1234&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
click your name lower right and change your status to scouting or looking for a scout,&lt;br /&gt;
&lt;br /&gt;
click your name and click my scouting squad,&lt;br /&gt;
&lt;br /&gt;
you'll notice in the upper left pick the squad that you just formed,&lt;br /&gt;
&lt;br /&gt;
you'll notice in the upper left it will change to a box with your squad name with you listed,&lt;br /&gt;
&lt;br /&gt;
click webpage in the upper upper left&lt;br /&gt;
&lt;br /&gt;
add your vehicles, add the drivers and gunner(s).  switch back to the lobby.&lt;br /&gt;
&lt;br /&gt;
One of the ways to switch around to the webpage and the lobby is alt-tab. use whichever method you find the easiest.&lt;br /&gt;
&lt;br /&gt;
==The 'My Scouting Squad' Button==&lt;br /&gt;
Try using the [[My Scouting Squad]] button to set up the scout.  It can get people to the scout page quicker,and tell you who is in and who is ready.&lt;br /&gt;
&lt;br /&gt;
==Announce the scout in the chat ==&lt;br /&gt;
State the squad, password and the city it takes place and in case you want to go after traders rather than pirates mention it, cos not everybody wants to mess up his reputation by hunting traders.&lt;br /&gt;
&lt;br /&gt;
==Remember a scout character==&lt;br /&gt;
If you dont put a scout character in ask the others to bring a scout or doom may come over your squad.&lt;br /&gt;
&lt;br /&gt;
==Wait till everybody is ready==&lt;br /&gt;
When players join dont start the scout before you get a ready from every player! Players fiddle with their car/character setups and it can bring you in hell if you start the scout when some players havent finished their setup.&lt;br /&gt;
&lt;br /&gt;
if the players joined by clicking your name in the lower left and selecting scouting squad, you'll notice in the upper left there name will change color to white. that means that they are ready and have clicked the ready button.  Not all players currently join by this method.  simply ask the players to join this way, or if they still do not, just ask if the are ready&lt;br /&gt;
&lt;br /&gt;
==Start the Scout==&lt;br /&gt;
You start the scout by pressing the webpage button in the upper upper left. your default browser will open or a new tab in the web browser you currently have open will open.  You'll see the main thing displayed is your scouting squad.  &lt;br /&gt;
&lt;br /&gt;
==Select your Primary Target==&lt;br /&gt;
&lt;br /&gt;
intercept weaker pirates&lt;br /&gt;
intercept npc traders&lt;br /&gt;
intercept players&lt;br /&gt;
or any other huntable NPC gangs, the higher the NPC gangs fame the harder they will be.&lt;br /&gt;
&lt;br /&gt;
==Miles you Wish to Scout== &lt;br /&gt;
&lt;br /&gt;
remember you cannot go anymore than half the distance the whole squad has fuel for.  The further you go the better you will train your scout and the easier the NPCs will be. NPCs like to hang around the towns and close to their supplies. The further out NPCs are most likely traveling between towns.  The further you go the longer it will take to return.  getting a return does not increase with distance, the chance is still the same. The maximum you can go is 50 miles regardless of how much fuel you have. The default is 25 miles.&lt;br /&gt;
&lt;br /&gt;
==Choose the Faction you Wish to Hunt for==&lt;br /&gt;
&lt;br /&gt;
choose the number of miles you wish to scout.  remember you cannot go anymore than half the distance the whole squad has fuel for.  The further you go the better you will train your scout and the easier the NPCs will be. NPCs like to hang around the towns and close to their supplies. The further out NPCs are most likely traveling between towns.  The further you go the longer it will take to return.  getting a return does not increse with distance, the chance is still the same. The maximum you can go is 50 miles regardless of how much fuel you have.&lt;br /&gt;
&lt;br /&gt;
==Scout Direction==&lt;br /&gt;
&lt;br /&gt;
from somerset:  elmsfield is easier than gateway. you can also scout towards any camps that you are member of&lt;br /&gt;
&lt;br /&gt;
from elmsfield: somerset is easier than gateway. you can also scout towards any camps that you are member of&lt;br /&gt;
&lt;br /&gt;
from gateway: somerset is easier than elmsfield and badlands. elmsfield is easier than badlands. scouting towards badlands is the hardest. you can also scout towards any camps that you are member of&lt;br /&gt;
&lt;br /&gt;
from badlands: gateway is the easiest. all others are difficult.&lt;br /&gt;
&lt;br /&gt;
all southern towns have equal difficulty. The higher the NPC gangs fame the harder they will be.&lt;br /&gt;
&lt;br /&gt;
==The Event Starts==&lt;br /&gt;
&lt;br /&gt;
You have to wait for the server to start your scout event.  Up until the time you see JD Basher's (the voice of darkwind) Head appears and give you advice along with telling you the scout is up on the server, you can go back to the webpage with your scout squad and stop scouting outside town.  You may want to do this if someone asks to join the scout that didn't do it before you selected to scout outside town.  They cannot join until you stop the scout.  After they join and signify they are ready, you can then begin the process to Start the Scout again.&lt;br /&gt;
&lt;br /&gt;
When JD's head appears you cannot stop the scout. If anyone wishes the join they will not be able to. The best way to tell them they cannot join is to say the server already started. This is better than just saying no.&lt;br /&gt;
&lt;br /&gt;
There will be a box that pops up in a few minutes to allow you to play the scout event.  You can close this box but to then to play the event you will have to select the Live Events tab in the center of the lobby and pick your event.&lt;br /&gt;
&lt;br /&gt;
When the event starts nobody awaits that the leader lays down the tactic so there's no problem to ask for a plan. Most experienced players know what to do, anyway. Also check the enemies setup in the event window. Pickups often mean Rocket launchers and they can hurt. Prime targets!&lt;br /&gt;
&lt;br /&gt;
==Aftershow and travel processing==&lt;br /&gt;
Looting commences as usual - everybody gets what he can grab if nothing else was decided.&lt;br /&gt;
After an event server has closed you have to process the scout squad on your squad page, cos it might be possible that you get a return encounter and also nobody will get home when you don't finish the travel.&lt;br /&gt;
If there's no return encounter announce that to your joiners so everybody knows that they are &amp;quot;dismissed&amp;quot;, or if there's a return encounter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
[[Category: New Player]]&lt;br /&gt;
[[Category: Start Up]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Scout_Leading_Guide&amp;diff=2253</id>
		<title>Scout Leading Guide</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Scout_Leading_Guide&amp;diff=2253"/>
		<updated>2011-02-12T22:40:57Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Being a successful scout leader is no big deal, but it usually follows a procedure that can be considered as &amp;quot;unwritten law of scout leading&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The most important part is to know the [[Initial_Scout_Guide|Initial Scout Guide]], if you want to survive the wastes.&lt;br /&gt;
Then you should have [b]joined a few scouts[/b] of more experienced players, which gives you some fast cash and experience. Also you will already know the common procedure of scouts.&lt;br /&gt;
And, make sure that you have the [b]time to lead the scout[/b] and dont forget to calculate a possible return encounter after the main even.&lt;br /&gt;
&lt;br /&gt;
==Form a squad==&lt;br /&gt;
To start a scout you need - of course - a scout squad. You can form new squad on the website under &amp;quot;Squads&amp;quot;. DW players are a creative crowd so the common password for scout squads is &amp;quot;1234&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
click your name lower right and change your status to scouting or looking for a scout,&lt;br /&gt;
&lt;br /&gt;
click your name and click my scouting squad,&lt;br /&gt;
&lt;br /&gt;
you'll notice in the upper left pick the squad that you just formed,&lt;br /&gt;
&lt;br /&gt;
you'll notice in the upper left it will change to a box with your squad name with you listed,&lt;br /&gt;
&lt;br /&gt;
click webpage in the upper upper left&lt;br /&gt;
&lt;br /&gt;
add your vehicles, add the drivers and gunner(s).  switch back to the lobby.&lt;br /&gt;
&lt;br /&gt;
One of the ways to switch around to the webpage and the lobby is alt-tab. use whichever method you find the easiest.&lt;br /&gt;
&lt;br /&gt;
==The 'My Scouting Squad' Button==&lt;br /&gt;
try using the [[My Scouting Squad]] button to set up the scout.  It can get people to the scout page quicker,and tell you who is in and who is ready.&lt;br /&gt;
&lt;br /&gt;
==Announce the scout in the chat ==&lt;br /&gt;
State the squad, password and the city it takes place and in case you want to go after traders rather than pirates mention it, cos not everybody wants to mess up his reputation by hunting traders.&lt;br /&gt;
&lt;br /&gt;
==Remember a scout character==&lt;br /&gt;
If you dont put a scout character in ask the others to bring a scout or doom may come over your squad.&lt;br /&gt;
&lt;br /&gt;
==Wait till everybody is ready==&lt;br /&gt;
When players join dont start the scout before you get a ready from every player! Players fiddle with their car/character setups and it can bring you in hell if you start the scout when some players havent finished their setup.&lt;br /&gt;
&lt;br /&gt;
if the players joined by clicking your name in the lower left and selecting scouting squad, you'll notice in the upper left there name will change color to white. that means that they are ready and have clicked the ready button.  Not all players currently join by this method.  simply ask the players to join this way, or if they still do not, just ask if the are ready&lt;br /&gt;
&lt;br /&gt;
==Start the Scout==&lt;br /&gt;
You start the scout by pressing the webpage button in the upper upper left. your default browser will open or a new tab in the web browser you currently have open will open.  You'll see the main thing displayed is your scouting squad.  &lt;br /&gt;
&lt;br /&gt;
==Select your Primary Target==&lt;br /&gt;
&lt;br /&gt;
intercept weaker pirates&lt;br /&gt;
intercept npc traders&lt;br /&gt;
intercept players&lt;br /&gt;
or any other huntable NPC gangs, the higher the NPC gangs fame the harder they will be.&lt;br /&gt;
&lt;br /&gt;
==Miles you Wish to Scout== &lt;br /&gt;
&lt;br /&gt;
remember you cannot go anymore than half the distance the whole squad has fuel for.  The further you go the better you will train your scout and the easier the NPCs will be. NPCs like to hang around the towns and close to their supplies. The further out NPCs are most likely traveling between towns.  The further you go the longer it will take to return.  getting a return does not increase with distance, the chance is still the same. The maximum you can go is 50 miles regardless of how much fuel you have. The default is 25 miles.&lt;br /&gt;
&lt;br /&gt;
==Choose the Faction you Wish to Hunt for==&lt;br /&gt;
&lt;br /&gt;
choose the number of miles you wish to scout.  remember you cannot go anymore than half the distance the whole squad has fuel for.  The further you go the better you will train your scout and the easier the NPCs will be. NPCs like to hang around the towns and close to their supplies. The further out NPCs are most likely traveling between towns.  The further you go the longer it will take to return.  getting a return does not increse with distance, the chance is still the same. The maximum you can go is 50 miles regardless of how much fuel you have.&lt;br /&gt;
&lt;br /&gt;
==Scout Direction==&lt;br /&gt;
&lt;br /&gt;
from somerset:  elmsfield is easier than gateway. you can also scout towards any camps that you are member of&lt;br /&gt;
&lt;br /&gt;
from elmsfield: somerset is easier than gateway. you can also scout towards any camps that you are member of&lt;br /&gt;
&lt;br /&gt;
from gateway: somerset is easier than elmsfield and badlands. elmsfield is easier than badlands. scouting towards badlands is the hardest. you can also scout towards any camps that you are member of&lt;br /&gt;
&lt;br /&gt;
from badlands: gateway is the easiest. all others are difficult.&lt;br /&gt;
&lt;br /&gt;
all southern towns have equal difficulty. The higher the NPC gangs fame the harder they will be.&lt;br /&gt;
&lt;br /&gt;
==The Event Starts==&lt;br /&gt;
&lt;br /&gt;
You have to wait for the server to start your scout event.  Up until the time you see JD Basher's (the voice of darkwind) Head appears and give you advice along with telling you the scout is up on the server, you can go back to the webpage with your scout squad and stop scouting outside town.  You may want to do this if someone asks to join the scout that didn't do it before you selected to scout outside town.  They cannot join until you stop the scout.  After they join and signify they are ready, you can then begin the process to Start the Scout again.&lt;br /&gt;
&lt;br /&gt;
When JD's head appears you cannot stop the scout. If anyone wishes the join they will not be able to. The best way to tell them they cannot join is to say the server already started. This is better than just saying no.&lt;br /&gt;
&lt;br /&gt;
There will be a box that pops up in a few minutes to allow you to play the scout event.  You can close this box but to then to play the event you will have to select the Live Events tab in the center of the lobby and pick your event.&lt;br /&gt;
&lt;br /&gt;
When the event starts nobody awaits that the leader lays down the tactic so there's no problem to ask for a plan. Most experienced players know what to do, anyway. Also check the enemies setup in the event window. Pickups often mean Rocket launchers and they can hurt. Prime targets!&lt;br /&gt;
&lt;br /&gt;
==Aftershow and travel processing==&lt;br /&gt;
Looting commences as usual - everybody gets what he can grab if nothing else was decided.&lt;br /&gt;
After an event server has closed you have to process the scout squad on your squad page, cos it might be possible that you get a return encounter and also nobody will get home when you don't finish the travel.&lt;br /&gt;
If there's no return encounter announce that to your joiners so everybody knows that they are &amp;quot;dismissed&amp;quot;, or if there's a return encounter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
[[Category: New Player]]&lt;br /&gt;
[[Category: Start Up]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Skills&amp;diff=2252</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Skills&amp;diff=2252"/>
		<updated>2011-02-12T16:35:31Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* The math */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Characters]] are able to learn a variety of skills.  Some similar skills can be grouped together, and in these cases a [[characters|character]] with a specific skill in a group will be able to perform the other skills in the group at a reduced proficiency (approximately 50%).&lt;br /&gt;
&lt;br /&gt;
Each character will be better at improving in some skills than others, and not necessarily in the best skill they started out with.&lt;br /&gt;
&lt;br /&gt;
== Weapons Skills ==&lt;br /&gt;
* [[Gunnery]]&lt;br /&gt;
Used for shooting small and medium size weapons.&lt;br /&gt;
* [[Large Guns]]&lt;br /&gt;
Used for large and heavy weapons.&lt;br /&gt;
* [[Handguns]]&lt;br /&gt;
[[Pedestrian Weapons|Pedestrian weapons]] are weapons the characters carry and can equip when on foot.&lt;br /&gt;
&lt;br /&gt;
== Driving Skills ==&lt;br /&gt;
* [[Driving]]&lt;br /&gt;
Used for piloting small to medium sized vehicles.&lt;br /&gt;
&lt;br /&gt;
Note that the driving skill is one of the slowest skills to improve.  Improvement is based on the number of driving turns that occurred in combat.&lt;br /&gt;
&lt;br /&gt;
* [[Trucker]]&lt;br /&gt;
Used for piloting larger trucks (anything with a bulk capacity over 500).&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes. Not implemented, but can be trained.&lt;br /&gt;
&lt;br /&gt;
== Psionic Skills ==&lt;br /&gt;
* [[Mind Control]]: A number of useful effects can be achieved by this specialism which affects characters other than the Psi themselves:&lt;br /&gt;
**Psionic Mask - Convince enemy that your gang isn’t who they think it is in combat (so you don’t lose any faction rep. for injuring them)&lt;br /&gt;
**Terror – adds stress to nearby enemies (works better if you’re out of a car)&lt;br /&gt;
**Tranquility – reduces stress in nearby friends (again, a tin can around you reduces effectiveness) &lt;br /&gt;
*[[Telekinesis]]: The psionic ability to push and throw objects from a distance:&lt;br /&gt;
**Mutant Mind-Push – lets you apply a force to a vehicle, ped or creature (works better if they’re close)&lt;br /&gt;
**Whirlwind – blows up a brief cloud of dust which operates like a smokescreen; works better on dusty ground &lt;br /&gt;
*[[Pyrokinesis]]: The psionic ability to set cars, pedestrians and animals on fire. Nuff said. Note that peds and creatures can now also catch fire when hit by flaming weapons.&lt;br /&gt;
*[[Electromagnetic Pulse]]: Sends out an EMP which affects electronically-controlled weapons and V8/V12 engines within range, causing them to malfunction. Since it works by focusing solar radiation, it is stronger in the summer and especially when there is a strong green aurora.&lt;br /&gt;
*[[Defensive Energy]]: Psionically-constructed `hard air` barriers can protect the individual or their vehicle (operates as two separate skills, the vehicular one is harder to succeed with).&lt;br /&gt;
&lt;br /&gt;
Any effects that can operate at a distance do so at reduced effect the further the target is from the Psi character.&lt;br /&gt;
&lt;br /&gt;
== Misc. Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Leadership]]&lt;br /&gt;
Ability to lead others to battle and bolster their morale.&lt;br /&gt;
&lt;br /&gt;
* [[Courage]]&lt;br /&gt;
High courage characters less likely to surrender in events.&lt;br /&gt;
&lt;br /&gt;
* [[Ballistics]]&lt;br /&gt;
Used for artillery weapons.&lt;br /&gt;
Not grouped with other weapon skills&amp;lt;ref&amp;gt;http://dark-wind.com/forums2/index.php?a=topic&amp;amp;t=1562&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
Used for repairing and salvaging vehicles.&lt;br /&gt;
&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
Used for helping with the immediate effects of injuries.&lt;br /&gt;
&lt;br /&gt;
* [[Scouting]]&lt;br /&gt;
Helps evading the most dangerous [[pirates]] when [[travel|traveling]] and shifts the odds a bit more to your favour in [[scouting|scouts]]&lt;br /&gt;
&lt;br /&gt;
== Not yet implemented ==&lt;br /&gt;
&lt;br /&gt;
Even though these skills may show up on your characters it's not possible to use them yet.&lt;br /&gt;
&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removed Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Martial Arts]]&lt;br /&gt;
Ability to fight in unarmed melee combat, was removed in favour of the scouting skill&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
Characters train a small amount in the skill of your choosing every week.  This ranges from zero to five points generally.&lt;br /&gt;
Using the training centres located in [[Somerset]] and [[Elmsfield]] vastly improves the amount of skill they gain.  For example, a driver in Somerset can train up to eight points in a week.&lt;br /&gt;
&lt;br /&gt;
The training centre in Somerset is especially adept at teaching Driving and Cycling, while Elmsfield is more focused on First Aid.&lt;br /&gt;
&lt;br /&gt;
All characters are able to learn all skills to some extent, for the skill to show up in their character sheet they need to have at least 10 points in it.&lt;br /&gt;
&lt;br /&gt;
Training occurs weekly at '''04:00 GMT Friday''' mornings.&lt;br /&gt;
&lt;br /&gt;
=== When Training Hits ===&lt;br /&gt;
Characters do not have to be in a town with a Training Centre to benefit from weekly training, so long has they have registered at a Training Centre. &lt;br /&gt;
The amount of benefit a character receives from the Training Centre is based in part on how much time he/she has spent traveling; the more time traveling, the less time training.&lt;br /&gt;
&lt;br /&gt;
Characters receive training based on the last town they were in, so if they are traveling from Gateway to Somerset when the week changes, they get training as if they were in Gateway.&lt;br /&gt;
&lt;br /&gt;
How much time a character has spent traveling can be seen in his or her Character Detail Sheet.&lt;br /&gt;
&lt;br /&gt;
=== Training Form ===&lt;br /&gt;
Training effectiveness is also affected by a character's current ''training form''.  This condition fluctuates over a period of several weeks or even months, and represents a character's ability to absorb and retain the training materials.  A character who appears to be training poorly may not do so indefinitely; a character might get stuck in a rut, but that doesn't mean he/she won't start training well again&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=2830&amp;lt;/ref&amp;gt;.  This condition is not visible to the gang owner.&lt;br /&gt;
&lt;br /&gt;
==== The Math ====&lt;br /&gt;
Training Form is a multiplier in the range of 0.4 to 2.0. The weekly training of each character is multiplied by the Training Form value to determine how much skill they learn.&lt;br /&gt;
&lt;br /&gt;
Each character's Training Form is randomly modified every week by +/- 0.3. There is also a -0.02 modifier that slowly degrades training over time.  The Form will never go above 2 or fall below 0.4. &lt;br /&gt;
&lt;br /&gt;
Each rank of [[leadership|Motivator]] gives a 0.05 bonus to Training Form for characters in the same town as the Motivator. For example, a level 5 Motivator provides a 0.25 point bonus to every character in town with him.&lt;br /&gt;
&lt;br /&gt;
=== Field Training ===&lt;br /&gt;
Characters can train while on [[encounters|wilderness encounters]], and the more dangerous the region the more effective field training is. Also, the lower the character's skill, the more effective field training is. &lt;br /&gt;
&lt;br /&gt;
Therefore, low skilled characters generally field train faster (even in Somerset) and that higher skilled characters have to move to more dangerous regions to keep their field training going well. &lt;br /&gt;
&lt;br /&gt;
All field training skills are affected: weapons, driving, trucker, courage, first aid, mechanic, leadership.&lt;br /&gt;
&lt;br /&gt;
=== Leveling Through Use ===&lt;br /&gt;
All skills also level when used in events, however, not all characters will use their skills.  Obviously, if a character is firing a weapon, the chance their skill with that weapon will increase is high.&lt;br /&gt;
&lt;br /&gt;
Mechanics and scouts are a little different.  The highest level Mechanic and Scout present in the event will receive the most training, however, the highest Mechanic and Scout of '''each gang''' will also receive some training as well.&lt;br /&gt;
&lt;br /&gt;
First Aid is a bit different in that if the scout is successful (ends in a Looting Phase) the character with the highest skill in the '''entire squad''' may level his First Aid skill. If the scout is unsuccessful (the players' cars escape), then the character with the highest First Aid in '''each car''' may level his First Aid skill.  This simulates the behavior that when escaping, cars will scatter and regroup later, in which case the best medic immediately available is pressed into service.&lt;br /&gt;
&lt;br /&gt;
For more active players this should usually amount to more than what they gain through weekly training.&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
Exact requirements of leveling through use.&lt;br /&gt;
&lt;br /&gt;
=== Floating Point Notice ===&lt;br /&gt;
&amp;lt;del&amp;gt;The skill levels on the character sheet are only approximations rounded to their nearest integer value (So 49.5 becomes 50) for example.&lt;br /&gt;
&lt;br /&gt;
It's the source of some confusion as you're not able to nickname or buy specialisms for characters who are close enough to show up as having 40 or 50 skill but aren't actually eligible.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is no longer the case as skills are now rounded down.  This is causing some confusion of its own because players are seeing an apparent 'skill loss'.&lt;br /&gt;
&lt;br /&gt;
== Skill Maximums ==&lt;br /&gt;
'''TODO:''' Explain skill maximums more.&lt;br /&gt;
&lt;br /&gt;
The average natural skill cap is supposed to be around 150 on the average, but characters that skilled are uncommon. Many large veteran gangs have only 2-4 people capped over 300, out of their 60+ gang members.  Skill caps above 400 may happen once (if at all) for the life of the whole gang.&lt;br /&gt;
&lt;br /&gt;
If you pay money to hire a character there is a slightly greater chance you will hire someone with a lower skill potential than if you used your leader to get a free hire&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=5595 Forum Discussion - see page 2&amp;lt;/ref&amp;gt;.  In other words, the free gang member each week has a slightly better chance to cap higher than bought gang members.&lt;br /&gt;
&lt;br /&gt;
A character's skill cap applies to all of that character's skills.  So, if a character hits his maximum in Gunnery at 94, he will hit that same maximum in any other skills he trains in.  A ganger may get another point in a skill once they hit the cap, due to rounding of the hidden 'cap' value.&lt;br /&gt;
&lt;br /&gt;
Leadership is not affected by the character's skill cap.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
'''TODO:''' Explain talented characters better&lt;br /&gt;
&lt;br /&gt;
Talented characters learn the skill(s?) they are talented in faster and don't reach their maximum skill cap nearly as fast as normal characters would.&lt;br /&gt;
&lt;br /&gt;
Talented characters could be able to level their chosen skill up to 300+ &lt;br /&gt;
&lt;br /&gt;
Characters who are recruited with &amp;gt;20 skill from taverns are very likely talented in that skill.&lt;br /&gt;
&lt;br /&gt;
== Skill Related Bonuses ==&lt;br /&gt;
&lt;br /&gt;
Besides being able to perform much better in their chosen skill highly skilled characters also enjoy a few interesting perks:&lt;br /&gt;
&lt;br /&gt;
* at '''30''' skill can yield [[bounties]] when killed if a bounty has been put on their gang, and their obituary will appear in the [[Darkwind Gazette]] should they perish.&lt;br /&gt;
* at '''40''' skill they can be given a nickname.&lt;br /&gt;
* for every '''50''' skill points they can learn a [[specialisms|specialism]] specific to that skill.&lt;br /&gt;
* at '''100''' skill their name will show up in the Darkwind Hall Of Fame should they die.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category:skills]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Skills&amp;diff=2251</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Skills&amp;diff=2251"/>
		<updated>2011-02-12T16:32:22Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Skill Maximums */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Characters]] are able to learn a variety of skills.  Some similar skills can be grouped together, and in these cases a [[characters|character]] with a specific skill in a group will be able to perform the other skills in the group at a reduced proficiency (approximately 50%).&lt;br /&gt;
&lt;br /&gt;
Each character will be better at improving in some skills than others, and not necessarily in the best skill they started out with.&lt;br /&gt;
&lt;br /&gt;
== Weapons Skills ==&lt;br /&gt;
* [[Gunnery]]&lt;br /&gt;
Used for shooting small and medium size weapons.&lt;br /&gt;
* [[Large Guns]]&lt;br /&gt;
Used for large and heavy weapons.&lt;br /&gt;
* [[Handguns]]&lt;br /&gt;
[[Pedestrian Weapons|Pedestrian weapons]] are weapons the characters carry and can equip when on foot.&lt;br /&gt;
&lt;br /&gt;
== Driving Skills ==&lt;br /&gt;
* [[Driving]]&lt;br /&gt;
Used for piloting small to medium sized vehicles.&lt;br /&gt;
&lt;br /&gt;
Note that the driving skill is one of the slowest skills to improve.  Improvement is based on the number of driving turns that occurred in combat.&lt;br /&gt;
&lt;br /&gt;
* [[Trucker]]&lt;br /&gt;
Used for piloting larger trucks (anything with a bulk capacity over 500).&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes. Not implemented, but can be trained.&lt;br /&gt;
&lt;br /&gt;
== Psionic Skills ==&lt;br /&gt;
* [[Mind Control]]: A number of useful effects can be achieved by this specialism which affects characters other than the Psi themselves:&lt;br /&gt;
**Psionic Mask - Convince enemy that your gang isn’t who they think it is in combat (so you don’t lose any faction rep. for injuring them)&lt;br /&gt;
**Terror – adds stress to nearby enemies (works better if you’re out of a car)&lt;br /&gt;
**Tranquility – reduces stress in nearby friends (again, a tin can around you reduces effectiveness) &lt;br /&gt;
*[[Telekinesis]]: The psionic ability to push and throw objects from a distance:&lt;br /&gt;
**Mutant Mind-Push – lets you apply a force to a vehicle, ped or creature (works better if they’re close)&lt;br /&gt;
**Whirlwind – blows up a brief cloud of dust which operates like a smokescreen; works better on dusty ground &lt;br /&gt;
*[[Pyrokinesis]]: The psionic ability to set cars, pedestrians and animals on fire. Nuff said. Note that peds and creatures can now also catch fire when hit by flaming weapons.&lt;br /&gt;
*[[Electromagnetic Pulse]]: Sends out an EMP which affects electronically-controlled weapons and V8/V12 engines within range, causing them to malfunction. Since it works by focusing solar radiation, it is stronger in the summer and especially when there is a strong green aurora.&lt;br /&gt;
*[[Defensive Energy]]: Psionically-constructed `hard air` barriers can protect the individual or their vehicle (operates as two separate skills, the vehicular one is harder to succeed with).&lt;br /&gt;
&lt;br /&gt;
Any effects that can operate at a distance do so at reduced effect the further the target is from the Psi character.&lt;br /&gt;
&lt;br /&gt;
== Misc. Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Leadership]]&lt;br /&gt;
Ability to lead others to battle and bolster their morale.&lt;br /&gt;
&lt;br /&gt;
* [[Courage]]&lt;br /&gt;
High courage characters less likely to surrender in events.&lt;br /&gt;
&lt;br /&gt;
* [[Ballistics]]&lt;br /&gt;
Used for artillery weapons.&lt;br /&gt;
Not grouped with other weapon skills&amp;lt;ref&amp;gt;http://dark-wind.com/forums2/index.php?a=topic&amp;amp;t=1562&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
Used for repairing and salvaging vehicles.&lt;br /&gt;
&lt;br /&gt;
* [[First Aid]]&lt;br /&gt;
Used for helping with the immediate effects of injuries.&lt;br /&gt;
&lt;br /&gt;
* [[Scouting]]&lt;br /&gt;
Helps evading the most dangerous [[pirates]] when [[travel|traveling]] and shifts the odds a bit more to your favour in [[scouting|scouts]]&lt;br /&gt;
&lt;br /&gt;
== Not yet implemented ==&lt;br /&gt;
&lt;br /&gt;
Even though these skills may show up on your characters it's not possible to use them yet.&lt;br /&gt;
&lt;br /&gt;
* [[Cyclist]]&lt;br /&gt;
Will be used for piloting smaller 2-3 wheeled bikes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removed Skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Martial Arts]]&lt;br /&gt;
Ability to fight in unarmed melee combat, was removed in favour of the scouting skill&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
Characters train a small amount in the skill of your choosing every week.  This ranges from zero to five points generally.&lt;br /&gt;
Using the training centres located in [[Somerset]] and [[Elmsfield]] vastly improves the amount of skill they gain.  For example, a driver in Somerset can train up to eight points in a week.&lt;br /&gt;
&lt;br /&gt;
The training centre in Somerset is especially adept at teaching Driving and Cycling, while Elmsfield is more focused on First Aid.&lt;br /&gt;
&lt;br /&gt;
All characters are able to learn all skills to some extent, for the skill to show up in their character sheet they need to have at least 10 points in it.&lt;br /&gt;
&lt;br /&gt;
Training occurs weekly at '''04:00 GMT Friday''' mornings.&lt;br /&gt;
&lt;br /&gt;
=== When Training Hits ===&lt;br /&gt;
Characters do not have to be in a town with a Training Centre to benefit from weekly training, so long has they have registered at a Training Centre. &lt;br /&gt;
The amount of benefit a character receives from the Training Centre is based in part on how much time he/she has spent traveling; the more time traveling, the less time training.&lt;br /&gt;
&lt;br /&gt;
Characters receive training based on the last town they were in, so if they are traveling from Gateway to Somerset when the week changes, they get training as if they were in Gateway.&lt;br /&gt;
&lt;br /&gt;
How much time a character has spent traveling can be seen in his or her Character Detail Sheet.&lt;br /&gt;
&lt;br /&gt;
=== Training Form ===&lt;br /&gt;
Training effectiveness is also affected by a character's current ''training form''.  This condition fluctuates over a period of several weeks or even months, and represents a character's ability to absorb and retain the training materials.  A character who appears to be training poorly may not do so indefinitely; a character might get stuck in a rut, but that doesn't mean he/she won't start training well again&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=2830&amp;lt;/ref&amp;gt;.  This condition is not visible to the gang owner.&lt;br /&gt;
&lt;br /&gt;
==== The math ====&lt;br /&gt;
Training Form is a multiplier in the range of 0.4 to 2.0. The weekly training of each character is multiplied by the Training Form value to determine how much skill they learn.&lt;br /&gt;
&lt;br /&gt;
Each character's Training Form is randomly modified every week by +/- 0.3. It will never go above 2 or fall below 0.4. &lt;br /&gt;
&lt;br /&gt;
Each rank of [[leadership|Motivator]] gives a 0.05 bonus to Training Form for characters in the same town as the Motivator. For example, a level 5 Motivator provides a 0.25 point bonus to every character in town with him.&lt;br /&gt;
&lt;br /&gt;
=== Field Training ===&lt;br /&gt;
Characters can train while on [[encounters|wilderness encounters]], and the more dangerous the region the more effective field training is. Also, the lower the character's skill, the more effective field training is. &lt;br /&gt;
&lt;br /&gt;
Therefore, low skilled characters generally field train faster (even in Somerset) and that higher skilled characters have to move to more dangerous regions to keep their field training going well. &lt;br /&gt;
&lt;br /&gt;
All field training skills are affected: weapons, driving, trucker, courage, first aid, mechanic, leadership.&lt;br /&gt;
&lt;br /&gt;
=== Leveling Through Use ===&lt;br /&gt;
All skills also level when used in events, however, not all characters will use their skills.  Obviously, if a character is firing a weapon, the chance their skill with that weapon will increase is high.&lt;br /&gt;
&lt;br /&gt;
Mechanics and scouts are a little different.  The highest level Mechanic and Scout present in the event will receive the most training, however, the highest Mechanic and Scout of '''each gang''' will also receive some training as well.&lt;br /&gt;
&lt;br /&gt;
First Aid is a bit different in that if the scout is successful (ends in a Looting Phase) the character with the highest skill in the '''entire squad''' may level his First Aid skill. If the scout is unsuccessful (the players' cars escape), then the character with the highest First Aid in '''each car''' may level his First Aid skill.  This simulates the behavior that when escaping, cars will scatter and regroup later, in which case the best medic immediately available is pressed into service.&lt;br /&gt;
&lt;br /&gt;
For more active players this should usually amount to more than what they gain through weekly training.&lt;br /&gt;
&lt;br /&gt;
'''TODO:'''&lt;br /&gt;
Exact requirements of leveling through use.&lt;br /&gt;
&lt;br /&gt;
=== Floating Point Notice ===&lt;br /&gt;
&amp;lt;del&amp;gt;The skill levels on the character sheet are only approximations rounded to their nearest integer value (So 49.5 becomes 50) for example.&lt;br /&gt;
&lt;br /&gt;
It's the source of some confusion as you're not able to nickname or buy specialisms for characters who are close enough to show up as having 40 or 50 skill but aren't actually eligible.&amp;lt;/del&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is no longer the case as skills are now rounded down.  This is causing some confusion of its own because players are seeing an apparent 'skill loss'.&lt;br /&gt;
&lt;br /&gt;
== Skill Maximums ==&lt;br /&gt;
'''TODO:''' Explain skill maximums more.&lt;br /&gt;
&lt;br /&gt;
The average natural skill cap is supposed to be around 150 on the average, but characters that skilled are uncommon. Many large veteran gangs have only 2-4 people capped over 300, out of their 60+ gang members.  Skill caps above 400 may happen once (if at all) for the life of the whole gang.&lt;br /&gt;
&lt;br /&gt;
If you pay money to hire a character there is a slightly greater chance you will hire someone with a lower skill potential than if you used your leader to get a free hire&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=5595 Forum Discussion - see page 2&amp;lt;/ref&amp;gt;.  In other words, the free gang member each week has a slightly better chance to cap higher than bought gang members.&lt;br /&gt;
&lt;br /&gt;
A character's skill cap applies to all of that character's skills.  So, if a character hits his maximum in Gunnery at 94, he will hit that same maximum in any other skills he trains in.  A ganger may get another point in a skill once they hit the cap, due to rounding of the hidden 'cap' value.&lt;br /&gt;
&lt;br /&gt;
Leadership is not affected by the character's skill cap.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
'''TODO:''' Explain talented characters better&lt;br /&gt;
&lt;br /&gt;
Talented characters learn the skill(s?) they are talented in faster and don't reach their maximum skill cap nearly as fast as normal characters would.&lt;br /&gt;
&lt;br /&gt;
Talented characters could be able to level their chosen skill up to 300+ &lt;br /&gt;
&lt;br /&gt;
Characters who are recruited with &amp;gt;20 skill from taverns are very likely talented in that skill.&lt;br /&gt;
&lt;br /&gt;
== Skill Related Bonuses ==&lt;br /&gt;
&lt;br /&gt;
Besides being able to perform much better in their chosen skill highly skilled characters also enjoy a few interesting perks:&lt;br /&gt;
&lt;br /&gt;
* at '''30''' skill can yield [[bounties]] when killed if a bounty has been put on their gang, and their obituary will appear in the [[Darkwind Gazette]] should they perish.&lt;br /&gt;
* at '''40''' skill they can be given a nickname.&lt;br /&gt;
* for every '''50''' skill points they can learn a [[specialisms|specialism]] specific to that skill.&lt;br /&gt;
* at '''100''' skill their name will show up in the Darkwind Hall Of Fame should they die.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category:skills]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=My_Scouting_Squad&amp;diff=2250</id>
		<title>My Scouting Squad</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=My_Scouting_Squad&amp;diff=2250"/>
		<updated>2011-02-12T05:07:48Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: Created page with '=My Scouting Squad=  This is a way to set up a scout that can be convenient for people.  The 'My Scouting Squad' button is on the left side of the client, above the list of 'User…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=My Scouting Squad=&lt;br /&gt;
&lt;br /&gt;
This is a way to set up a scout that can be convenient for people.  The 'My Scouting Squad' button is on the left side of the client, above the list of 'Users in Lobby'.  If someone has setup their squad, right click on their name in the 'Users in Lobby' section and click 'Scouting Squad'.  This will take you to the correct squad webpage to add your vehicles.  Another feature of it is that after you join the squad, you can click 'Ready' or 'Not Ready' (in the client) while you are still getting your team ready (on the webpage).&lt;br /&gt;
&lt;br /&gt;
===How to Setup a Squad===&lt;br /&gt;
Instructions on how to setup a squad for others to join:&amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=9591&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# I click the 'My Scouting Squad' button, then pick the squad I'm going to use.&lt;br /&gt;
# I'm then shown (in that area) the list of people who have vehicles in the squad. Names initially show in light blue (not ready). Blank lines represent people with vehicles in the squad, but not in the Lobby.  They may be in another event.&lt;br /&gt;
# I double-check my vehicle on the website, then click the 'I am ready' button. Ready players are shown in white.&lt;br /&gt;
# In the Lobby I ask if anybody wants to scout.  Because nobody else uses My Scouting Squad, I tell interested players the name (and password if they need it). What they should be able to do is click my name and select 'My Scouting Squad', but because nobody uses it, I've never used it as member of another squad so can't guide people in how to use it.&lt;br /&gt;
# I spam the Refresh Members button waiting for all the player names to show up. They always show up immediately as Ready (white), so I do a check in the lobby with 'all show ready'.&lt;br /&gt;
# I go back to the website, and launch the scout, after reasonable confirmation that everybody is really ready.&lt;br /&gt;
# Back in the client I announce we are 'out' or 'rolling'.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Talk:NPC_Vehicles&amp;diff=2132</id>
		<title>Talk:NPC Vehicles</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Talk:NPC_Vehicles&amp;diff=2132"/>
		<updated>2011-02-06T04:18:07Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Sorting done (for the most part) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use the sortable wikitable class for the tables here and they'll be sortable by the column headings:&lt;br /&gt;
&lt;br /&gt;
class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The table for G-L can be used as an example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Should it not be one big table now?  The sorting won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
Probably, but I wouldn't make it a single table until all the 'main' columns are filled, and formatted properly.  For instance, if every entry in the ''Chassis'' column isn't a link to a chassis' page, it won't sort properly.  And the ''Engine'' column probably won't sort properly regardless without some gymnastics WRT the formatting since the entries are a combination of numbers and alpha characters. &lt;br /&gt;
&lt;br /&gt;
Either way, I would leave the initial sort on the Vehicle Name Ascending.&lt;br /&gt;
&lt;br /&gt;
--[[User:Wikiadmin|Wikiadmin]] 22:51, 6 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
OK, all vehicles updated.  I'll let you decide what to do about the formatting.  I think it would be nice to move the race and deathrace vehicles to a separate table at some point.&lt;br /&gt;
&lt;br /&gt;
How do we find the &amp;quot;Info&amp;quot; link to NPC vehicle configs? I can't find them anywhere on the Dark-Wind.com website. --[[User:Trifler|Trifler]] 12:24, 28 January 2011 (UTC)&lt;br /&gt;
* Probably have to ask in the forum or Sam directly for the vehicle ID. The note about having the vehicle ids in a text somewhere was made by a guy who doesn't play anymore, so getting them is unlikely. --[[User:Wikiadmin|Wikiadmin]] 16:33, 28 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Race/Death Race ==&lt;br /&gt;
&lt;br /&gt;
I'd like to split these out into separate tables.  Anyone have any objections?&lt;br /&gt;
&lt;br /&gt;
--- I wouldn't expect to hear much but crickets since it would surprise me if anybody looks at the Discussion page on a regular basis.  Might be better to ask in the main forum given this is one of the more popular pages (for viewing not necessarily for monitoring). --[[User:Wikiadmin|Wikiadmin]] 14:33, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
--- Haha just found this discussion page. Only nine months later... I agree with either separating out Race/Death Race or else adding a column for Race, Death Race, Wild, Arena, etc. and making it sortable. --[[User:Trifler|Trifler]] 03:15, 22 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
---- So you know (Not you specifically Trifler, everyone), I'm Removing each line from the master list and putting it into a table below it. I've made Wilderness Combat Cars table already, and the Ant and 57 Gunner entries were both removed from the master list. I suspect you put the Ant back in?&lt;br /&gt;
&lt;br /&gt;
Triferus mentioned offhandedly to me that someone needed to split the tables, so I'm working on it. Any help would be appreciated! --[[User:Checkers|Checkers]] 21:12, 22 January 2011 (UTC)&lt;br /&gt;
*I'd leave the main list intact until the category lists are complete, but then I'm not a big fan of splitting the list up, so my opinion might be ignorable. :)  --[[User:Wikiadmin|Wikiadmin]] 21:42, 22 January 2011 (UTC)&lt;br /&gt;
*Wasn't me Checkers. I know you've been working on it so I've been staying hands off. You say you would appreciate some help though so I'll give it a go on ones that I know for sure are used in Wilderness combat. --[[User:Trifler|Trifler]] 22:47, 22 January 2011 (UTC)&lt;br /&gt;
**I still suggest that the initial sort of the table(s) should be alphabetical by name.  Since there's no way to set a default sort the entries have to be put in the original sort order while editing/creating the table. --[[User:Wikiadmin|Wikiadmin]] 16:33, 28 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Note about number of occupants equal to number of guns ==&lt;br /&gt;
&lt;br /&gt;
I don't really agree with the note on the page that says the number of occupants should be assumed to be equal to the number of guns unless stated otherwise. This may have been true in the past, but a lot of the new NPC submissions use a dedicated Driver. --[[User:Trifler|Trifler]] 03:17, 22 January 2011 (UTC)&lt;br /&gt;
* I'm not sure just how clear-cut it is, either. The Desert Flame, for example, has two guns but only one occupant. It also raises the question of large vehicles, such as the Beaster and the Texan Strongarm, which have relatively few guns compared to what their bulk and chassis could take. I say we just take notes of how many occupants we see in each NPC car in scouts and fill it in the old-fashioned way. --[[User:Checkers|Checkers]] 02:07, 23 January 2011 (UTC)&lt;br /&gt;
* I went ahead and deleted the note. --[[User:Trifler|Trifler]] 13:31, 23 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template Usage ==&lt;br /&gt;
&lt;br /&gt;
I created a template for adding rows to the table.  Not sure if it will make things easier or not, but thought I would give it a go.&lt;br /&gt;
&lt;br /&gt;
The template is called NPCVehicleRow and it is used like so:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{NPCVehicleRow|name=vehicle name|chassis=chassis name|engine=engine name|cr=combat rating|occupants=occupant count|weapons=weapons list|info=info link|comments=any notes}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each column is separated by a pipe (|), and since the items are named they can be entered in any order, and stuff that isn't known can be skipped/left off.&lt;br /&gt;
&lt;br /&gt;
I made the first entry of the Wilderness Vehicles table using the template as an example as well.--[[User:Wikiadmin|Wikiadmin]] 18:06, 28 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removals ==&lt;br /&gt;
&lt;br /&gt;
I wouldn't be so quick to remove entries just because the info link is dead.--[[User:Wikiadmin|Wikiadmin]] 06:03, 29 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Ok, I posted the forums about getting the list of NPC Vehicle Design ID #'s. --[[User:Trifler|Trifler]] 06:14, 29 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Sorting done (for the most part)==&lt;br /&gt;
&lt;br /&gt;
As a glitch locked me out of DW scouts/travels and I felt I should do something related to DW, I finally went in and finished reorganizing the tables into separate lists. If anyone finds anything in the wrong list, let me know! Do you all want me to split the In-Town table into Race/Deathrace/Combat lists?&lt;br /&gt;
&lt;br /&gt;
I'll probably start writing the individual articles for the really nasty wilderness cars now. --[[User:Checkers|Checkers]] 18:32, 5 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I re-added the mutant masher; it got lost somewhere. the link to the info isn't right, and I don't know the CR. --Slidewrx&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=NPC_Vehicles&amp;diff=2131</id>
		<title>NPC Vehicles</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=NPC_Vehicles&amp;diff=2131"/>
		<updated>2011-02-06T04:16:31Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TO-DO:&lt;br /&gt;
* Add trader vehicles (I should have the ids somewhere in a txt)&lt;br /&gt;
* Add Race and Death Race vehicles - should be in a different list?&lt;br /&gt;
* Add tire type under the description for each NPC vehicle as we acquire them ourselves in-game.&lt;br /&gt;
* When adding a new NPC designs please mention the name of the design in the Summary line of the Edit page.&lt;br /&gt;
&lt;br /&gt;
Triferus: Yes, please identify which are used in Races, which in Death Races, which in the wild, etc. Could just be an extra column.&lt;br /&gt;
&lt;br /&gt;
==Wilderness Combat Vehicles==&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Vehicle !! [[Chassis]] !! [[Engine]] !! [[CR|Combat Rating]] !! class=&amp;quot;unsortable&amp;quot; | [[Weapons]] !! class=&amp;quot;unsortable&amp;quot; | Occupants !! class=&amp;quot;unsortable&amp;quot; | Info !! class=&amp;quot;unsortable&amp;quot; | Comments &lt;br /&gt;
{{NPCVehicleRow|name=[[57 Gunner]]|chassis=[[Fiftyseven]]|engine=3.2L V8|cr=110|weapons=Fr: [[HGG]], Le: [[Light Rocket|LR]], Ri: [[Medium Rocket|MR]]}}  &lt;br /&gt;
|- &lt;br /&gt;
|[[Antagonist]]  &lt;br /&gt;
|[[Moose]]  &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| 134  &lt;br /&gt;
|Fr: [[HMG]], [[Car Rifle|CR]]  &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=9897 Info] &lt;br /&gt;
| Rental vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Badlander]] &lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 4L  &lt;br /&gt;
| 119  &lt;br /&gt;
|Fr: [[HMG]], Re: [[MML]]  &lt;br /&gt;
|1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2278 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Bandit]] &lt;br /&gt;
|[[Raccoon]]&lt;br /&gt;
| 1.0L  &lt;br /&gt;
| 74  &lt;br /&gt;
|Fr: [[CGL]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Not very dangerous, but the [[CGL]] is good loot.  Tends to charge into close range. &lt;br /&gt;
|-&lt;br /&gt;
|[[Bantam]] &lt;br /&gt;
|[[Marley]]&lt;br /&gt;
| 1.6L  &lt;br /&gt;
| 81  &lt;br /&gt;
|Fr: [[MMG]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|[[Chomper]] &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| &lt;br /&gt;
| Fr: [[RL]], [[MMG]], Ri: [[Light Rocket|LR]], Le: [[MML]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Beaster]] &lt;br /&gt;
|[[Box Van]]&lt;br /&gt;
| 4L  &lt;br /&gt;
| 174  &lt;br /&gt;
|Fr: [[Ram]],[[HMG]], Ri: [[GG]], Le: [[GG]], Re: [[GG]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Relatively weak armor. &lt;br /&gt;
|-&lt;br /&gt;
|[[Big Meanie]] &lt;br /&gt;
|[[Big Pickup]]&lt;br /&gt;
| 4L &lt;br /&gt;
| 214  &lt;br /&gt;
|Fr: [[HGG]], [[RL]], Le: [[GG]], Ri: [[GG]]    &lt;br /&gt;
|2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=56386 Info] &lt;br /&gt;
|Heavily armed big pickup with a 4L engine. &lt;br /&gt;
|-&lt;br /&gt;
|[[Biter]]  &lt;br /&gt;
|[[Phoenix]]  &lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 114  &lt;br /&gt;
|Fr: [[MMG]], [[MG]]  &lt;br /&gt;
| 1  &lt;br /&gt;
| &lt;br /&gt;
| Machine gun packed Phoenix.&lt;br /&gt;
|-&lt;br /&gt;
|[[Biter]]  &lt;br /&gt;
|[[Phoenix]]  &lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 114  &lt;br /&gt;
|Fr [[MMG]], [[MG]]  &lt;br /&gt;
|  1  &lt;br /&gt;
| &lt;br /&gt;
| Machine gun packed Phoenix. &lt;br /&gt;
|-&lt;br /&gt;
|[[Black Gold]]&lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| ?&lt;br /&gt;
|Fr [[RL]], [[RL]] Ri [[MMG]], Le [[MMG]]&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Rock]] &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 255  &lt;br /&gt;
|Fr [[RL]], [[HMG]], Le [[MG]], Ri [[MG]], Re [[MG]]   &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=56387 Info] &lt;br /&gt;
|Heavily armored machine, deadly at medium ranges. &lt;br /&gt;
|-&lt;br /&gt;
|[[Black Stone]] &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L V8  &lt;br /&gt;
| 275  &lt;br /&gt;
|Fr [[RL]], [[HGG]], Le [[GG]], Ri [[GG]], Re [[GG]]   &lt;br /&gt;
|2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=56388 Info] &lt;br /&gt;
|Hits harder than Black Rock, but poorer range.&lt;br /&gt;
|-&lt;br /&gt;
|[[Blitzer]] &lt;br /&gt;
|[[Chomper]] &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| 170  &lt;br /&gt;
|Fr [[HMG]], [[RL]], Re [[MG]]  &lt;br /&gt;
|2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2277 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Bullseye]]&lt;br /&gt;
|[[Bullet]] &lt;br /&gt;
| 4L &lt;br /&gt;
| 112  &lt;br /&gt;
|Fr [[Car Rifle|CR]], Le [[Medium Rocket|MR]], Ri [[Medium Rocket|MR]], Re [[HR]] &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Butterfly II]]&lt;br /&gt;
|[[Windsor II]] &lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 142  &lt;br /&gt;
|Fr [[GG]] x2 &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| Good loot, easy kill when flanked. &lt;br /&gt;
|-&lt;br /&gt;
|[[Buzzcut]]&lt;br /&gt;
|[[Buzzer]]&lt;br /&gt;
| 4L&lt;br /&gt;
| N/A&lt;br /&gt;
| Fr [[HGG]] x2, Le[[GG]], Ri[[GG]], Re[[MG]] x2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Buzz This!]] &lt;br /&gt;
|[[Buzzer]] &lt;br /&gt;
| 3.2L   &lt;br /&gt;
| 354  &lt;br /&gt;
|Fr [[ATG]],[[HMG]], Re[[HMG]] x2&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8234 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Chaser]] &lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 4L  &lt;br /&gt;
| 104  &lt;br /&gt;
|Fr [[MMG]]&lt;br /&gt;
| 3  &lt;br /&gt;
| &lt;br /&gt;
| Rental Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Crescendo]]  &lt;br /&gt;
|[[Symphony]] &lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 125  &lt;br /&gt;
|Fr [[Flamethrower|FT]], [[RL]], Re [[MML]]  &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58117 Info] &lt;br /&gt;
| An offroad-capable symph that can fire rockets ahead and behind, and closes in for the kill with a flamethrower. &lt;br /&gt;
|-&lt;br /&gt;
|[[Cutlass]] &lt;br /&gt;
|[[Buccaneer]]&lt;br /&gt;
| 4L  &lt;br /&gt;
| 169  &lt;br /&gt;
|Fr [[Laser]], Re [[MG]]  &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2282 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Da Vinci]]       &lt;br /&gt;
|[[Mercenary]] &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 119   &lt;br /&gt;
|Fr [[PG]], [[MG]], Le [[PS]], Ri [[PS]]  &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58122 Info]   &lt;br /&gt;
| Paint-based attack vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dervish]]        &lt;br /&gt;
|[[Voyager]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 122   &lt;br /&gt;
|Fr [[HMG]], Le [[MG]], Ri [[MG]]&lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130460 Info] &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Flame]]   &lt;br /&gt;
|[[Phoenix]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 125   &lt;br /&gt;
|Fr: [[CR]], [[MG]], Re: [[MG]]&lt;br /&gt;
|  1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=4975 Info]  &lt;br /&gt;
| Single occupant.&lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Siren]]   &lt;br /&gt;
|[[Sonic]]     &lt;br /&gt;
| 1.2L     &lt;br /&gt;
| 108   &lt;br /&gt;
|Fr [[HMG]]    &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=9895 Info]  &lt;br /&gt;
| Surprisingly heavy armor, prone to tumble &lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Striker]] &lt;br /&gt;
|[[Vampire]]   &lt;br /&gt;
| 4L       &lt;br /&gt;
| 93    &lt;br /&gt;
|Fr [[HMG]]&lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2279 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Devastator]]     &lt;br /&gt;
|[[Apache]]    &lt;br /&gt;
| 4L       &lt;br /&gt;
| 283   &lt;br /&gt;
|Fr [[CC]], [[HGG]], Le [[MG]], Ri [[MG]] &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58888 Info]  &lt;br /&gt;
|   &lt;br /&gt;
|-&lt;br /&gt;
|[[Discord]]        &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 266   &lt;br /&gt;
|Fr [[ATG]], [[RL]], Le [[MR]], Ri [[MR]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130464 Info]  &lt;br /&gt;
|   &lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon`s Breath]]&lt;br /&gt;
|[[Buzzer]]&lt;br /&gt;
| 4L&lt;br /&gt;
| &lt;br /&gt;
| Fr [[CC]] x2, Le [[HR]], Ri [[HR]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Duellist]]       &lt;br /&gt;
|[[Moose]]     &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 132   &lt;br /&gt;
|Fr 2x[[MMG]], Le [[MR]], Ri [[MR]], Re 2x[[MR]]&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130457 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Eliminator]]     &lt;br /&gt;
|[[Voyager]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 111   &lt;br /&gt;
|Fr 2x[[MG]], Re [[MG]]&lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=9899 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Emergency Room]] &lt;br /&gt;
|[[Ambulance]] &lt;br /&gt;
| 5L       &lt;br /&gt;
| 368   &lt;br /&gt;
|Fr [[ATG]], [[CR]], Le [[CR]], Ri [[CR]], Re 2x[[CR]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8239 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Evan Bandit]]    &lt;br /&gt;
|[[Symphony]]  &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 147   &lt;br /&gt;
|Fr [[HMG]], [[MML]], Le [[GG]], Ri [[GG]]&lt;br /&gt;
| 2&lt;br /&gt;
|[http://dark-wind.com/vehicle.php?id=58900 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Evan Enforcer]]  &lt;br /&gt;
|[[Symphony]]  &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 128   &lt;br /&gt;
|Fr 2x[[CR]], Re [[MG]]&lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2276 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Ferret]]         &lt;br /&gt;
|[[Voyager]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 114   &lt;br /&gt;
|Fr [[CR]], [[MMG]]    &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130458 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang]]      &lt;br /&gt;
|[[Flash]]     &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 74    &lt;br /&gt;
| Fr [[CR]], Re [[MR]], [[HR]]   &lt;br /&gt;
| 1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=70753 Info] &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Freelance]]      &lt;br /&gt;
|[[Mercenary]]    &lt;br /&gt;
| 2.0L      &lt;br /&gt;
| 92    &lt;br /&gt;
| Fr 2x[[HMG]]&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Gallowglass]]&lt;br /&gt;
|[[Apache]]  &lt;br /&gt;
| 4L  &lt;br /&gt;
| 221  &lt;br /&gt;
| Fr: 2x[[Heavy Machine Gun|HMG]], Le: [[Heavy Rocket|HR]], Ri: [[Heavy Rocket|HR]], Re: [[Heavy Rocket|HR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=126286 Info] &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Gladiator]]  &lt;br /&gt;
|[[Chomper]]  &lt;br /&gt;
| 2.5L  &lt;br /&gt;
| 190  &lt;br /&gt;
| Fr: [[Heavy Machine Gun|HMG]], [[ReRam]], Re: [[MG]], Le: [[MR]], Ri: [[MR]]&lt;br /&gt;
|  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58905 Info] &lt;br /&gt;
| A power chomper with ram and big guns.  Use caution. &lt;br /&gt;
|-&lt;br /&gt;
|[[Gunboat]]  &lt;br /&gt;
|[[Two-Axle Lorry]]  &lt;br /&gt;
| 8L  &lt;br /&gt;
| 496  &lt;br /&gt;
| Fr: 2x[[RL]], Le: 2x[[CC]], Ri: 2x[[CC]], Re: 2x[[HMG]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58906 Info] &lt;br /&gt;
| Twin Car Cannons on each side are extremely dangerous. &lt;br /&gt;
|-&lt;br /&gt;
|[[Harpy]]  &lt;br /&gt;
|[[Sonic]]  &lt;br /&gt;
| 1.0L&lt;br /&gt;
| 102&lt;br /&gt;
| Fr: [[Rocket Launcher|RL]] &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198270 Info]&lt;br /&gt;
|Rocket Launchers are never good, but constant hits can keep this guy off-target. &lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Stroke]] &lt;br /&gt;
|[[Fire Engine]] &lt;br /&gt;
| 9.4L&lt;br /&gt;
| 447&lt;br /&gt;
| Fr: [[TG]], [[HMG]], Le: [[HF]], Ri: [[HF]], Re: 2x[[RL]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8240 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hellfire]]  &lt;br /&gt;
|[[Hearse]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 234 &lt;br /&gt;
| Fr: [[CR]], [[ATG]], Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5043 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hornet]] &lt;br /&gt;
|[[Offroad Buggy]]&lt;br /&gt;
| 1.0L&lt;br /&gt;
| 44&lt;br /&gt;
| Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=747 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[RL]], Le: [[FT]], Ri: [[FT]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=81 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot II]]&lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 122&lt;br /&gt;
| Fr: [[Rocket Launcher|RL]], Le: [[Flamethrower|FT]], Ri: [[Flamethrower|FT]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198250 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Kern]]&lt;br /&gt;
|[[Windsor II]] &lt;br /&gt;
| 3.2L&lt;br /&gt;
| 149&lt;br /&gt;
| Fr: [[Heavy Machine Gun|HMG]], [[Machine Gun|MG]], Le: [[Medium Rocket|MR]], Ri: [[Medium Rocket|MR]] &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=126285 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Killer Wasp]] &lt;br /&gt;
|[[Flash]] &lt;br /&gt;
| 2.0L&lt;br /&gt;
| 64&lt;br /&gt;
| Fr: 2x[[Micromissile Launcher|MML]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139294 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[King Silage]] &lt;br /&gt;
|[[Wurzel]] &lt;br /&gt;
| 4.0L&lt;br /&gt;
| 155&lt;br /&gt;
| Fr: [[CGL]], [[PG]], Le: [[Heavy Rocket|HR]], Ri: [[HR]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Slow, but superstrong armor and climbs hills/dunes easily.&lt;br /&gt;
|-&lt;br /&gt;
|[[Lancer]]  &lt;br /&gt;
|[[Chevalier]] &lt;br /&gt;
| 2.0L &lt;br /&gt;
| 137  &lt;br /&gt;
| Fr: [[Car Rifle|CR]], [[Rocket Launcher|RL]], Le: [[Medium Rocket|MR]], Ri: [[Medium Rocket|MR]], Re: [[Light Rocket|LR]] &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130463 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Longshot]]  &lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 3.2L &lt;br /&gt;
| 118  &lt;br /&gt;
| Fr: 2x[[Medium Machine Gun|MMG]] &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=27017 Info]&lt;br /&gt;
| One of the more dangerous phoenix builds.  Try not to hit it head on.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mantis]]&lt;br /&gt;
|[[Sunrise]] &lt;br /&gt;
| 4L &lt;br /&gt;
| 124&lt;br /&gt;
|Fr: 2x[[MML]], Le:[[LR]], Ri:[[LR]]&lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2281 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[McFlyer]] &lt;br /&gt;
|[[McFly]]&lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 137&lt;br /&gt;
|Fr: [[HGG]], [[GG]], Le [[LR]], Ri [[MR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=116425 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mongoose]] &lt;br /&gt;
|[[Voyager]]&lt;br /&gt;
| 3.2L &lt;br /&gt;
| 116&lt;br /&gt;
|Fr: [[RL]], [[GG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=130459 Info]  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Bomber]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 142&lt;br /&gt;
| Fr: [[CGL]], [[PG]], Le: [[GG]], Ri: [[GG]]&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Maelstrom]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 136 &lt;br /&gt;
| Fr: 2x[[CGL]], Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139301 Info] &lt;br /&gt;
| AI can be very accurate with CGLs.  Try not to sit still in range for too long. &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Marauder]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 160&lt;br /&gt;
|Fr: 2x[[RL]], Le: [[MG]], Ri: [[MG]]  &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2280 Info] &lt;br /&gt;
| The most threatening pickup. Becomes more dangerous when demoed. Kill it! Also a Rental Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Masher]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| ???&lt;br /&gt;
|Fr: 2x[[MML]], Le: [[MG]], Ri: [[MG]]  &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2280 Info] &lt;br /&gt;
| A less lethal version of the Mutant Marauder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Mauler]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 148&lt;br /&gt;
| Fr: [[CGL]], [[RL]], Le: [[MG]], Ri: [[MG]] &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139300 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Merc]] &lt;br /&gt;
|[[Mercenary]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 165&lt;br /&gt;
| Fr: [[ATG]], [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8233 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Mulcher]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 3.2L &lt;br /&gt;
| 148&lt;br /&gt;
| Fr: [[ReRam]], [[PS]], Le: [[GG]], Ri: [[GG]] &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58913 Info] &lt;br /&gt;
| Will often paint spray itself.  Not much threat if you can avoid the initial ram.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Rancher]]&lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 143&lt;br /&gt;
| Fr: [[VSG]], [[Car Rifle|CR]], Le: [[MML]], Ri: [[MML]] &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58920 Info]&lt;br /&gt;
| The least threatening of the Mutant pickups. &lt;br /&gt;
|-&lt;br /&gt;
|[[Nailgun]] &lt;br /&gt;
|[[Cadrona]]&lt;br /&gt;
| 1.0L&lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[CR]] &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=91205 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Overture]]&lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 132&lt;br /&gt;
| Fr: [[HR]], [[RL]], Le: [[HR]], Ri: [[HR]], Re: 2x[[HR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id= Info] &lt;br /&gt;
| HRs are inaccurate at range but deadly close up.  Keep away!&lt;br /&gt;
|-&lt;br /&gt;
|[[Pegasus]]&lt;br /&gt;
|[[Phoenix]] &lt;br /&gt;
| 3.2L V8  &lt;br /&gt;
| 131&lt;br /&gt;
| Fr: [[Car Rifle|CR]], [[RL]] &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139292 Info]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Poltergeist]] &lt;br /&gt;
|[[Spirit]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 153&lt;br /&gt;
| Fr: [[HMG]], [[RL]], Re: 2x[[MG]]   &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8236 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Pulveriser]] &lt;br /&gt;
|[[Apache]]&lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 208&lt;br /&gt;
| Fr: [[ReRam]], [[HF]], Le: [[HR]], Ri: [[HR]] &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58119 Info] &lt;br /&gt;
| Keep this dangerous vehicle at a distance. &lt;br /&gt;
|-&lt;br /&gt;
|[[Punisher]] &lt;br /&gt;
|[[Apache]]&lt;br /&gt;
| 4L &lt;br /&gt;
| 228&lt;br /&gt;
| Fr: 2x[[Car Rifle|CR]], Re: RL&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5045 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Purple Haze]]  &lt;br /&gt;
|[[Motorhome]]&lt;br /&gt;
| 5L  &lt;br /&gt;
|   &lt;br /&gt;
|Fr [[ATG]],[[Ram]], Le [[Medium Rocket|MR]], [[Flamethrower|FT]], Ri [[Medium Rocket|MR]], [[Flamethrower|FT]], Re [[HMG]]&lt;br /&gt;
|   &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Radon Rancher]] &lt;br /&gt;
|[[Bullet]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| 205&lt;br /&gt;
| Fr: [[Heavy Laser]], [[Spikes]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5041 Info] &lt;br /&gt;
| Paydirt.  May no longer exist in the wild.&lt;br /&gt;
|-&lt;br /&gt;
|[[Razorback]]&lt;br /&gt;
|[[Spirit]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 141 &lt;br /&gt;
| Fr: [[HGG]], [[MG]], Le: [[HR]], Ri: [[HR]], Re: 2x[[Medium Rocket|MR]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=24353 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Rocky]]&lt;br /&gt;
|[[Racoon]]&lt;br /&gt;
| 1.0L &lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[MMG]], Le: [[MR]], Ri: [[MR]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=91212 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Scorpion]] &lt;br /&gt;
|[[Sunrise]] &lt;br /&gt;
| 2.0L&lt;br /&gt;
| 124&lt;br /&gt;
| Fr: 2x[[RL]], Le: [[LR]], Ri: [[LR]] &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=2281 Info] &lt;br /&gt;
| Dangerous but underpowered and underarmored. &lt;br /&gt;
|-&lt;br /&gt;
|[[Sir Rocket]] &lt;br /&gt;
|[[Chevalier]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 120&lt;br /&gt;
| Fr: 2x[[RL]], Re: [[LR]], Le: [[LR]] &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58903 Info]&lt;br /&gt;
| Dangerous but easy to kill. &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[Squire]]  &lt;br /&gt;
|[[Chevalier]]  &lt;br /&gt;
| 2.0L &lt;br /&gt;
| 126  &lt;br /&gt;
| Fr: 2x[[MML]], Le: [[MG]], Ri: [[MG]] &lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198271 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Stingray]] &lt;br /&gt;
|[[Moray]]&lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 115&lt;br /&gt;
| Fr: [[RL]], [[MML]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=70752 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Texan Rattler]] &lt;br /&gt;
|[[Vampire]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 100&lt;br /&gt;
| Fr: 2x[[MML]]&lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Texan Strongarm]] &lt;br /&gt;
|[[Carrier Van]]  &lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 178 &lt;br /&gt;
| Fr: [[CC]], [[HMG]], Re: [[HMG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=5042 Info]&lt;br /&gt;
| Easy to kill, and good loot - just keep away from the front.&lt;br /&gt;
|-&lt;br /&gt;
|[[Thresher]] &lt;br /&gt;
|[[Flail]]  &lt;br /&gt;
| ??? &lt;br /&gt;
| ??? &lt;br /&gt;
| Fr: 2x[[Laser]], Le: [[MR]], Ri: [[MR]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Trebuchet]]&lt;br /&gt;
|[[Apache]]  &lt;br /&gt;
| 4L  &lt;br /&gt;
| 224&lt;br /&gt;
| Fr: [[HMG]], [[CGL]], Le: [[Light Rocket|LR]], Ri: [[Medium Rocket|MR]], Re: [[RL]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139299 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Wardance]] &lt;br /&gt;
|[[Buccaneer]] &lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 115&lt;br /&gt;
| Fr: [[RL]], [[MML]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=139297 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Wild Hunter]] &lt;br /&gt;
|[[Pike]] &lt;br /&gt;
| 4L&lt;br /&gt;
| 132&lt;br /&gt;
| Fr: [[HCR]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=70761 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wilderness Trader Vehicles==&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Vehicle !! [[Chassis]] !! [[Engine]] !! [[CR|Combat Rating]] !! class=&amp;quot;unsortable&amp;quot; | [[Weapons]] !! class=&amp;quot;unsortable&amp;quot; | Occupants !! class=&amp;quot;unsortable&amp;quot; | Info !! class=&amp;quot;unsortable&amp;quot; | Comments &lt;br /&gt;
|-&lt;br /&gt;
|[[Arbalest]]&lt;br /&gt;
|[[Box Van]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| 182&lt;br /&gt;
|Fr [[Ram]], Ri [[PS]], Le [[PS]], Re [[Mounted Mortar|MM]], [[HGG]]&lt;br /&gt;
| ?&lt;br /&gt;
| [http://www.dark-wind.com/vehicle.php?id=198256 Info]&lt;br /&gt;
| Relatively weak armor. Some dangerous rear weapons that make for good loot. Trader Vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cacophony]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 112  &lt;br /&gt;
|Re [[FOJ]], [[Car Rifle|CR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=? Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Estate Trader]]      &lt;br /&gt;
|[[Estate]]     &lt;br /&gt;
| 1.8L       &lt;br /&gt;
| 116    &lt;br /&gt;
| Fr [[MMG]], Re 2x[[RL]]   &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=181406 Info] &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Runner]]&lt;br /&gt;
|[[Mercenary]]&lt;br /&gt;
| 1.6L&lt;br /&gt;
| &lt;br /&gt;
| Re: [[CGL]], [[HMG]] Ri: [[MG]], ?: [[MG]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Southern Trader]] &lt;br /&gt;
|[[Two-Axle Lorry]] &lt;br /&gt;
| 8L &lt;br /&gt;
| 276&lt;br /&gt;
| Fr: [[HMG]], [[MR]], Re: [[CR]], [[ATG]], Ri: [[HMG]], Le: [[HMG]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| It's not much different from the Trader lorry, but with more armor and heavier guns&lt;br /&gt;
|-&lt;br /&gt;
|[[Trader Lorry]]&lt;br /&gt;
|[[Two-Axle Lorry]]  &lt;br /&gt;
| 8L&lt;br /&gt;
| 117&lt;br /&gt;
| Fr/Le/Ri: [[MG]], Re: [[HMG]], [[CGL]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Trader Pickup]]&lt;br /&gt;
|[[Pickup]]  &lt;br /&gt;
| 2.0L&lt;br /&gt;
| 100&lt;br /&gt;
| Fr: [[RL]], Le: [[MG]], Ri: [[MG]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Trade Runner]]&lt;br /&gt;
|[[Phoenix]]  &lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 131&lt;br /&gt;
| Re: 2x[[HMG]]&lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=32208 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Trader Van]]&lt;br /&gt;
|[[Carrier Van]]  &lt;br /&gt;
| 3.2L  &lt;br /&gt;
| 70&lt;br /&gt;
| Fr: [[MG]], Re: [[MG]], [[MD]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=884 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== In-Town Event Vehicles ==&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; border = &amp;quot;1&amp;quot;&lt;br /&gt;
! Vehicle !! [[Chassis]] !! [[Engine]] !! [[CR|Combat Rating]] !! class=&amp;quot;unsortable&amp;quot; | [[Weapons]] !! class=&amp;quot;unsortable&amp;quot; | Occupants !! class=&amp;quot;unsortable&amp;quot; | Info !! class=&amp;quot;unsortable&amp;quot; | Comments &lt;br /&gt;
|-&lt;br /&gt;
|[[Asp]] &lt;br /&gt;
|[[Vampire]]&lt;br /&gt;
| 5L V8  &lt;br /&gt;
| 50  &lt;br /&gt;
|Fr [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=82 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Asp II]] &lt;br /&gt;
|[[Vampire]]&lt;br /&gt;
| 4L&lt;br /&gt;
| 43  &lt;br /&gt;
|Fr [[MG]], Re [[OJ]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=83 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]  &lt;br /&gt;
|[[Symphony]] &lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 53   &lt;br /&gt;
|Fr [[MG]], Re [[MG]]  &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=739 Info] &lt;br /&gt;
| Very lightly armored  &lt;br /&gt;
|-&lt;br /&gt;
|[[Boxer]]&lt;br /&gt;
|[[Box Van]]&lt;br /&gt;
| 4L  &lt;br /&gt;
| 146  &lt;br /&gt;
|Fr [[MG]] x2, Re [[CC]], [[FOJ]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8238 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Cacophony]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 112  &lt;br /&gt;
|Re [[FOJ]], [[Car Rifle|CR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=? Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Constrictor]] &lt;br /&gt;
|[[Vampire]] &lt;br /&gt;
| 4L  &lt;br /&gt;
| 85  &lt;br /&gt;
|Fr [[Car Rifle|CR]], [[Spikes]], Le [[Light Rocket|LR]], Re [[Light Rocket|LR]]&lt;br /&gt;
|1&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=738 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Cruncher]] &lt;br /&gt;
|[[Pickup]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 52   &lt;br /&gt;
|Fr [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=746 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Da Vinci]]       &lt;br /&gt;
|[[Mercenary]] &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 119   &lt;br /&gt;
|Fr [[PG]], [[MG]], Le [[PS]], Ri [[PS]]  &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58122 Info]   &lt;br /&gt;
| Paint-based attack vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Da Vinci II]]    &lt;br /&gt;
|[[Mercenary]] &lt;br /&gt;
| 2.5L     &lt;br /&gt;
| 93    &lt;br /&gt;
|Fr [[PG]], [[MG]], Le [[PS]], Re [[PS]]  &lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58123 Info]   &lt;br /&gt;
| Paint-based attack vehicle.&lt;br /&gt;
|- &lt;br /&gt;
|[[Death Cadrona]]  &lt;br /&gt;
|[[Cadrona]]   &lt;br /&gt;
| 1.6L     &lt;br /&gt;
| 63    &lt;br /&gt;
|Fr [[MMG]]                   &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=10252 Info]  &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Death Symphony]] &lt;br /&gt;
|[[Symphony]]  &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 103   &lt;br /&gt;
|Fr [[Car Rifle|CR]], Le [[MG]], Re [[HMG]]    &lt;br /&gt;
| 2&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=734 Info]  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathflash]]     &lt;br /&gt;
|[[Flash]]     &lt;br /&gt;
| 2.0L       &lt;br /&gt;
| 60    &lt;br /&gt;
|Fr [[MG]], Re [[MD]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8237 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathmarley]]    &lt;br /&gt;
|[[Marley]]    &lt;br /&gt;
| 1.6L     &lt;br /&gt;
| 42    &lt;br /&gt;
|Fr [[MG]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=745  Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathmarley II]] &lt;br /&gt;
|[[Marley]]    &lt;br /&gt;
| 1.6L     &lt;br /&gt;
| 50    &lt;br /&gt;
|Fr [[MG]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=1163 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Deathmarley III]]&lt;br /&gt;
|[[Marley]]    &lt;br /&gt;
| 1.0L       &lt;br /&gt;
| 57    &lt;br /&gt;
|Fr [[MG]], Re [[MG]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=1164 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Stalker]] &lt;br /&gt;
|[[Chomper]]   &lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 118   &lt;br /&gt;
|Fr [[HMG]], Re [[MG]]&lt;br /&gt;
| 2 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=48  Info]  &lt;br /&gt;
| Exposed engine and thin armor - easy kill.&lt;br /&gt;
|-&lt;br /&gt;
|[[Desert Tank]]    &lt;br /&gt;
|[[Landrunner]]&lt;br /&gt;
| 3.2L     &lt;br /&gt;
| 183   &lt;br /&gt;
|Fr [[ATG]], Le [[MG]], Re [[HMG]] &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=733 Info]   &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Estate Trader]]      &lt;br /&gt;
|[[Estate]]     &lt;br /&gt;
| 1.8L       &lt;br /&gt;
| 116    &lt;br /&gt;
| Fr [[MMG]], Re 2x[[RL]]   &lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=181406 Info] &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Flame Runner]]   &lt;br /&gt;
|[[Roadrunner]]&lt;br /&gt;
| 3.2L V8  &lt;br /&gt;
| 68    &lt;br /&gt;
|Le [[FT]], Re [[FT]]  &lt;br /&gt;
|   &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=12755 Info]   &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L&lt;br /&gt;
| 83&lt;br /&gt;
| Fr: [[RL]], Le: [[FT]], Ri: [[FT]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=81 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Hotshot II]]&lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L  &lt;br /&gt;
| 122&lt;br /&gt;
| Fr: [[Rocket Launcher|RL]], Le: [[Flamethrower|FT]], Ri: [[Flamethrower|FT]]&lt;br /&gt;
| &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=198250 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Killer Bee]]  &lt;br /&gt;
|[[Offroad Buggy]] &lt;br /&gt;
| 0.6L &lt;br /&gt;
| 64 &lt;br /&gt;
| Fr:[[Gatling Gun|GG]], [[Heavy Rocket|HR]] &lt;br /&gt;
| 1 &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=58912 Info]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Mini Stomper]] &lt;br /&gt;
|[[Dustup]]&lt;br /&gt;
| 1.6L&lt;br /&gt;
| 58&lt;br /&gt;
|Fr: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=8232 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Pitbull]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 2.0L &lt;br /&gt;
| 79&lt;br /&gt;
| Fr: [[HMG]], [[Mounted Spikes]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=80 Info] &lt;br /&gt;
| Lightly armored Race vehicle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Porcupine]] &lt;br /&gt;
|[[Symphony]]&lt;br /&gt;
| 3.2L&lt;br /&gt;
| 67&lt;br /&gt;
| Fr: [[MG]], Re: [[SD]], [[MD]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=37 Info] &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Racing Alpha]]  &lt;br /&gt;
|[[Alpha]]  &lt;br /&gt;
| 1.2L &lt;br /&gt;
| 32  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=79 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Racing Chevalier]]  &lt;br /&gt;
|[[Chevalier]]  &lt;br /&gt;
| 3.2L &lt;br /&gt;
| 32  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=7421 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Racing Moose]]  &lt;br /&gt;
|[[Moose]]  &lt;br /&gt;
| 3.2L V8 &lt;br /&gt;
| 32  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=7420 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Rising Sun]]&lt;br /&gt;
|[[Sunrise]]&lt;br /&gt;
| 4L&lt;br /&gt;
| 124&lt;br /&gt;
| Fr: [[Laser]], Re: [[Smokescreen|SS]], Le: [[MiniR]], Ri: [[MiniR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=86 Info] &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Rocketsonic]]&lt;br /&gt;
|[[Sonic]]&lt;br /&gt;
| 1L&lt;br /&gt;
| 73&lt;br /&gt;
| Fr: [[LR]], [[Mini Rocket]], Re: [[RB]]&lt;br /&gt;
| 1&lt;br /&gt;
|  &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Solar Flare]]  &lt;br /&gt;
|[[Sunrise]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 74  &lt;br /&gt;
| Front: [[RL]], [[MML]]  &lt;br /&gt;
| 1  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=91211 Info] &lt;br /&gt;
| Death Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Sporty Van]]  &lt;br /&gt;
|[[Carrier Van]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 42  &lt;br /&gt;
|   &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=30 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Stinger]] &lt;br /&gt;
|[[Offroad Buggy]]&lt;br /&gt;
| 0.6L&lt;br /&gt;
| 46&lt;br /&gt;
| Fr: [[MG]], Re: [[LR]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=735 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Sunbeam]]  &lt;br /&gt;
|[[Sunrise]]  &lt;br /&gt;
| 3.2L &lt;br /&gt;
| 32  &lt;br /&gt;
| &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=740 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Sunburn]]&lt;br /&gt;
|[[Sunrise]]&lt;br /&gt;
| 5L V8&lt;br /&gt;
| 93&lt;br /&gt;
| Fr: [[HR]], [[Spikes]], Rear [[Rocket Booster]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=10251 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Terrier]]&lt;br /&gt;
|[[Alpha]]&lt;br /&gt;
| 1.2L&lt;br /&gt;
| 78&lt;br /&gt;
| Fr: [[HMG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=54 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[TurboLandrunner]]  &lt;br /&gt;
|[[Landrunner]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 99  &lt;br /&gt;
|&lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=12 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Voyager1]]  &lt;br /&gt;
|[[Voyager]]  &lt;br /&gt;
| 4L &lt;br /&gt;
| 30  &lt;br /&gt;
| &lt;br /&gt;
| 2  &lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=7422 Info] &lt;br /&gt;
| Race Vehicle &lt;br /&gt;
|-&lt;br /&gt;
|[[Vulcan]] &lt;br /&gt;
|[[Windsor]]&lt;br /&gt;
| 3.2L V8&lt;br /&gt;
| 123&lt;br /&gt;
| Fr: [[HCR]], Re: [[GG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=10254 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|[[Yorkie]] &lt;br /&gt;
|[[Alpha]]&lt;br /&gt;
| 1.0L&lt;br /&gt;
| 55&lt;br /&gt;
| Fr: [[MML]], Re: [[MG]]&lt;br /&gt;
|&lt;br /&gt;
| [http://dark-wind.com/vehicle.php?id=88 Info] &lt;br /&gt;
| Death Race Vehicle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category: NPC Vehicles]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Vehicles&amp;diff=2124</id>
		<title>Vehicles</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Vehicles&amp;diff=2124"/>
		<updated>2011-02-05T21:39:30Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Fame */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Engines]]&lt;br /&gt;
* [[Tires]]&lt;br /&gt;
* [[Real World Equivalents]]&lt;br /&gt;
* [[Acceleration]]&lt;br /&gt;
    &lt;br /&gt;
TODO: &lt;br /&gt;
* add more outgoing links to individual chassis pages and other pages.&lt;br /&gt;
* write more about vehicle ownership and maintance etc.&lt;br /&gt;
&lt;br /&gt;
Darkwind has 47 unique chassis, subcompacts, sedans, muscle cars, fast racers and trucks and more. Each chassis handles differently, but chassis in the same type (such as sedans) usually handle similarly with only minor differences in [[acceleration]].&lt;br /&gt;
The chassis also determines where and how many [[weapons]] you can mount on it, most chassis have 2x front, 2x rear and 1x side mounts available.&lt;br /&gt;
The bulk available and [[engines|engine]] bulk are the most important attributes for a chassis for scouting along with the vehicle's armor rating and capabilities.&lt;br /&gt;
&lt;br /&gt;
Vehicles can also be fitted with a [[roll cages|roll cage]] to reduce chances of [[internal damage]] and injuries from high-speed impacts.&lt;br /&gt;
&lt;br /&gt;
You can view a handy table of all the chassis types [[table of chassis|here]]&lt;br /&gt;
&lt;br /&gt;
=== Fame ===&lt;br /&gt;
As your gang is increasing its fame and reputation with the denizens of Evan, so to do your vehicles build their own rep.&lt;br /&gt;
&lt;br /&gt;
The most common way vehicles become famous is by being used in events.  Having your vehicle featured in the Gazette (either because of its design or because of its skin) also increases its notoriety.&lt;br /&gt;
&lt;br /&gt;
* Renowned&lt;br /&gt;
* Famous&lt;br /&gt;
* Legendary&lt;br /&gt;
* ???&lt;br /&gt;
&lt;br /&gt;
It is currently not known how many 'levels' of fame there are for vehicles. How does one get fame?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fame builds up through use, especially by winning professional events but also from finishing 1st, 2nd or 3rd in town events, and for wilderness use. Every time you rename a vehicle, it loses half of its fame. &amp;quot; &amp;lt;ref&amp;gt;http://www.dark-wind.com/forums2/index.php?a=topic&amp;amp;t=5721&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It takes *roughly* 60-75 scouts to hit Renowned with a vehicle.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Renaming a famous vehicle will cause a loss of fame&lt;br /&gt;
&lt;br /&gt;
The trade-off to vehicle fame is that the characters inside get 'substantially boosted courage', however they will not gain as much courage in those fights.  This is similar to the 'Combat Psychologist' Specialism.&lt;br /&gt;
&lt;br /&gt;
=== Designs ===&lt;br /&gt;
There's a massive amount of possible custom designs, premade designs are used for [[leagues|league events]], and NPCs cars in the [[encounters|wilderness]] also have a variety of [[npc|premade designs]] they randomly choose from.&lt;br /&gt;
&lt;br /&gt;
A web-based vehicle designer is available, [http://dw.laasma.ee/carbuilder/ Carbuilder], as is a desktop application [http://graymattercomputing.svnrepository.com/dwvehicles/trac.cgi/wiki Darkwind Vehicle Designer]&lt;br /&gt;
&lt;br /&gt;
== Possible Future Chassis ==&lt;br /&gt;
&lt;br /&gt;
* Supra&amp;lt;ref&amp;gt;http://dark-wind.com/forums2/index.php?a=topic&amp;amp;t=1918&amp;lt;/ref&amp;gt;&lt;br /&gt;
* 68 Lincoln-Continental&amp;lt;ref&amp;gt;http://dark-wind.com/forums2/index.php?a=topic&amp;amp;t=1865&amp;lt;/ref&amp;gt;&lt;br /&gt;
* 2 unidentified older turreted military vehicles (need help to ID the vehicles FIXME)&amp;lt;ref&amp;gt;http://dark-wind.com/forums2/index.php?a=topic&amp;amp;t=1999&amp;lt;/ref&amp;gt;&lt;br /&gt;
* VW Beetle, Camaro, Baja Bug and more (need help to ID the rest FIXME)&amp;lt;ref&amp;gt;http://dark-wind.com/forums2/index.php?a=topic&amp;amp;t=2273&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Very likely there's even more coming eventually.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Vehicles]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Events&amp;diff=2091</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Events&amp;diff=2091"/>
		<updated>2011-02-04T18:40:48Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Wilderness Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The tactical, car-combat aspects of Darkwind take place in ''In-town'' and ''Wilderness'' events.&lt;br /&gt;
&lt;br /&gt;
=== Going AFK ===&lt;br /&gt;
If you ''go AFK'' during an event the following automated actions occur:&lt;br /&gt;
# if no orders are submitted for 5 moves you get a warning&lt;br /&gt;
# if no orders are submitted for 8 moves you auto-disconnect back to the lobby&lt;br /&gt;
#* any vehicles under your control will behave as you have set in your Preferences, i.e. allowing other players to control them, running away, or letting the AI take control.&lt;br /&gt;
&lt;br /&gt;
== In-Town Events ==&lt;br /&gt;
Vehicle-based spectator sports are the primary diversion for the population of [[Evan]].&lt;br /&gt;
&lt;br /&gt;
There are 3 types of events:&lt;br /&gt;
# [[Race]] - a non-combat race similar to present day autoracing only without caution flags&lt;br /&gt;
# [[Death Race]] - a race with armed vehicles. Heavy casualties, including deaths, are the norm for these events.&lt;br /&gt;
# [[Arena Combat]] - vehicular combat within a confined arena space.  Points are awarded for damage done to the opposing team.&lt;br /&gt;
# [[Gladiator Combat]] - results from characters being sold to the Arena in Firelight.&lt;br /&gt;
Most of these can be a [[custom]], [[professional]], [[league]] or [[ladder]] event.&lt;br /&gt;
&lt;br /&gt;
Persistent [[Lap Records]] can be earned in the the various Race and Death Race events.&lt;br /&gt;
 &lt;br /&gt;
=== Vehicle Customization ===&lt;br /&gt;
Vehicles used in town events can be adjusted in a variety of ways.&lt;br /&gt;
Players can adjust the following attributes of the vehicle they will use in the event:&lt;br /&gt;
* Paint job/skin&lt;br /&gt;
* Suspension Length&lt;br /&gt;
* Suspension Stiffness&lt;br /&gt;
* Tyre Pressure&lt;br /&gt;
* Armor Configuration&lt;br /&gt;
&lt;br /&gt;
==== Setting Up your Vehicle ====&lt;br /&gt;
&lt;br /&gt;
It’s paramount to note that the same settings for Suspension Length and Suspension Stiffness may lend radically different (and even opposed) results from one chassis to another. The first step to experimenting with these two settings is to “know” the vehicle you’ve chosen. The initial suspension height and stiffness for one vehicle (say a Sunrise –which is very high and very soft) will be entirely different from those of another (say a Flash – which is very low and very stiff). Trial and error will teach you the proper settings for your driving style, although these description will provide you with guidelines.&lt;br /&gt;
&lt;br /&gt;
***NOTE*** The following information regarding &amp;quot;Suspension Length&amp;quot;, &amp;quot;Suspension Stiffness&amp;quot; and &amp;quot;Tyre Pressure&amp;quot; is based on extensive town event play and lap record setting but cannot be verified officially as these features were coded into the game without clearly defined effects to vehicle handling.&lt;br /&gt;
&lt;br /&gt;
==== Suspension Length ====&lt;br /&gt;
&lt;br /&gt;
The length of your suspension will mostly affect how well your vehicle avoids damage from difficult, uneven terrain as well as your vehicle's cornering ability.&lt;br /&gt;
&lt;br /&gt;
A higher suspension will improve your vehicle's handling when driving over sharp dips and peaks in a race track's terrain. The higher your suspension, the better the chances that you will coast over such obstacles without affecting the direction in which your vehicle is heading. A higher suspension will also prevent your car from bottoming out on rough terrain, a situation that would lead to potential armor damage (particularly to front armor) and loss of speed and direction.&lt;br /&gt;
&lt;br /&gt;
A lower suspension will improve your vehicle's ability to corner tightly. In practice, the lower center of gravity afforded by a low suspension will translate to less counter-steering in tight corners, less loss of speed and considerably less understeer when tackling a corner at high speeds.&lt;br /&gt;
&lt;br /&gt;
==== Suspension Stiffness ====&lt;br /&gt;
The stiffness of your suspension will affect your vehicle’s ability to absorb uneven terrain and your ability to corner. Contrary to suspension height, which will determine whether you lose speed or take damage from bumps and holes in the road, suspension stiffness will affect how your vehicle banks and dips after entering or exiting uneven terrain.&lt;br /&gt;
&lt;br /&gt;
A softer suspension will improve a vehicle’s handling when driving over tough terrain:  it will maintain the car’s level while your vehicle’s wheels move up and down along the suspension strut. A stiffer suspension will cause your vehicle to “mirror” the shape of the terrain it is tackling, which can cause your vehicle to bounce wildly for several turns after exiting a patch of tough ground (this essentially prevents you from adjusting your speed and your heading effectively until your vehicle stops bouncing).&lt;br /&gt;
&lt;br /&gt;
A stiff suspension can  improve cornering speed by reducing the body roll in turns although it will cause the vehicle to understeer slightly. Generally speaking, this is a preferred setting on flat, fast tracks to maintain speed and reduce counter-steering when taking corners at high speeds.&lt;br /&gt;
&lt;br /&gt;
==== Tyre Pressure ====&lt;br /&gt;
Tyre Pressure will affect your vehicle’s acceleration and handling, and can also affect how much (or little) tyre damage you take from cornering at speed or losing control.&lt;br /&gt;
&lt;br /&gt;
Low tyre pressure will help your vehicle grip the racing surface more effectively, particularly on asphalt and rock surfaces. At the cost of a decreased top speed, low tyre pressure will also improve your vehicle’s acceleration. When drifting or cornering at high speeds –or when losing control and spinning out on rough surfaces (asphalt and rock) - low tyre pressure will radically increase the amount of tyre damage you suffer.&lt;br /&gt;
&lt;br /&gt;
High tyre pressure will afford your vehicle a higher top speed and better damage resistance when drifting/turning or losing control - particularly on asphalt and rock. On the other hand, you’ll have less grip on the racing surface and you will have lower acceleration.&lt;br /&gt;
&lt;br /&gt;
== Wilderness Events ==&lt;br /&gt;
Wilderness events are [[encounters]] that happen on wilderness maps.  They can happen when [[travel|traveling]] between towns or when [[scouting]]. They can be either [[PvE]] or [[PvP]].&lt;br /&gt;
&lt;br /&gt;
There are several versions of wilderness events.&lt;br /&gt;
# Travel Encounters - When driving between towns, there will likely be some encounters with local gangs.  &lt;br /&gt;
# Scouting Encounters - Intentional fights with local gangs.  Either local gangs, or traders, if you choose.&lt;br /&gt;
# Returns - After a scout, you may get a second encounter, at the gates of town.&lt;br /&gt;
# PvP - If your PvP flag is active, then one of your encounters can be replaced with a PvP encounter, is someone else is ready. If you have a PvP ancounter, you shouldn't have anymore encounters until back in town.&lt;br /&gt;
# Rally - A race run just outside of town, between randomly generated gates. Currently there are only Professional events.&lt;br /&gt;
# Death Rally - Like a regular rally, but with Combat.  Currently there are only Professional events.&lt;br /&gt;
# Town Attack PvP - Sometimes pirates will attack town, and you can choose to be the militia defending the town, or the pirates.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Events]]&lt;br /&gt;
[[Category: Vehicles]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Economy&amp;diff=2044</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Economy&amp;diff=2044"/>
		<updated>2011-02-03T17:35:55Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Jake's Car Sales and Other Autoparts Stores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Dark-Wind Economy==&lt;br /&gt;
Everything in Darkwind has a price.  That price is different in each town, and can fluctuate based on the volume of goods being bought and sold.  Darkwind has a Dynamic Economy.  As production and usage vary, as goods are moved about between cities, the prices will change.&lt;br /&gt;
&lt;br /&gt;
==Market==&lt;br /&gt;
Every town and camp has a market for buying and selling goods.  The bulk goods available in each town market represent the bulk of the economy.  Water, Food, Fuel, Car Parts, Electronic Parts, Plastics, Stone and Scrap can all be bought and sold in every town.  Ammuntion can also be bought at the market, either from NPCs or from players if they are selling it there.  There are also items that Players want to sell in the market.  If you wish to try to sell something on the player market, go to the correct section of the market (Engines if you want to sell an engine), and at the bottom will be a list of every sale-able part in your town lockup.  Pick a price, a Password (if needed), and hit sell.  To remove something from the market, buy it back.  If you don't have the funds to buy back something you put up (say, an expensive rare item), you can always re-price the item, down to $1.  Put in a password so no-one accidentally gets it before you buy it back!&lt;br /&gt;
&lt;br /&gt;
==Jake's Car Sales and Other Autoparts Stores==&lt;br /&gt;
In Somerset, Jakes's Car Sales and Repairs is the place to sell cars and weapons that you don't want to sell on the market.  Every town has a place to sell all the chassis' and weapons brought back from scouts.  It may not be full price, but it is quick and easy.  Most scouting events will result in damaged loot chassis' brought back to town, which will just get sold at the Autoparts store instead of trying to sell it on the market.  In most places you can also buy some cars and parts here.  More dangerous towns generally have more chassis to choose from when buying a new car.  If you want that new Windy II, you may have to go to the Gateway Truckstop.  To get an Apache you might have to run out to the Badlands Truckstop.  This is generally much cheaper than player prices on the Market, however you have to drive it back home to use it, and that might get dangerous...&lt;br /&gt;
&lt;br /&gt;
== Goods Creation ==&lt;br /&gt;
Several goods are produced in specific towns.  Fuel in Texan, Car Parts in Sarsfield/Texan, Food in Somerset/Elmsfield, etc.  Most of these goods can also be brought into the game economy through camp production (Water, Food, Fuel) or from scouting (Car Parts, Electronic Parts, plastics and Scrap).  Traders deal in most/all of these as well, so hunting traders can bring these goods into the game as well.&lt;br /&gt;
&lt;br /&gt;
Stone is also among the bulk goods, but is primarily for building camp structures.&lt;br /&gt;
&lt;br /&gt;
== Cars and Their Parts ==&lt;br /&gt;
Cars are brought into the economy from scouting, and (when sold) can change the economy for car and part prices.  Prices of weapons, engines and tyres will change as more are sold at a town.  Depending on the rarity and value of a specific car or part, players will sell them in the marketplace in each town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category: Economy]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Economy&amp;diff=2043</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Economy&amp;diff=2043"/>
		<updated>2011-02-03T17:32:11Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Goods Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Dark-Wind Economy==&lt;br /&gt;
Everything in Darkwind has a price.  That price is different in each town, and can fluctuate based on the volume of goods being bought and sold.  Darkwind has a Dynamic Economy.  As production and usage vary, as goods are moved about between cities, the prices will change.&lt;br /&gt;
&lt;br /&gt;
==Market==&lt;br /&gt;
Every town and camp has a market for buying and selling goods.  The bulk goods available in each town market represent the bulk of the economy.  Water, Food, Fuel, Car Parts, Electronic Parts, Plastics, Stone and Scrap can all be bought and sold in every town.  Ammuntion can also be bought at the market, either from NPCs or from players if they are selling it there.  There are also items that Players want to sell in the market.  If you wish to try to sell something on the player market, go to the correct section of the market (Engines if you want to sell an engine), and at the bottom will be a list of every sale-able part in your town lockup.  Pick a price, a Password (if needed), and hit sell.  To remove something from the market, buy it back.  If you don't have the funds to buy back something you put up (say, an expensive rare item), you can always re-price the item, down to $1.  Put in a password so no-one accidentally gets it before you buy it back!&lt;br /&gt;
&lt;br /&gt;
==Jake's Car Sales and Other Autoparts Stores==&lt;br /&gt;
In Somerset, Jakes's Car Sales and Repairs is the place to sell cars and weapons that you don't want to sell on the market.  Every town has a place to sell all the chassis' and weapons brought back from scouts.  It may not be full price, but it is quick and easy.  Most scouting events will result in damaged loot chassis' brought back to town for cash from the sale.  In most places you can also buy some cars and parts here.  More dangerous towns generally have more chassis to choose from when buying a new car.  If you want that new Windy II, you may have to go to the Gateway Truckstop.  To get an Apache you might have to run out to the Badlands Truckstop.  This is generally much cheaper than player prices on the Market, however you have to drive it back home to use it, and that might get dangerous...&lt;br /&gt;
&lt;br /&gt;
== Goods Creation ==&lt;br /&gt;
Several goods are produced in specific towns.  Fuel in Texan, Car Parts in Sarsfield/Texan, Food in Somerset/Elmsfield, etc.  Most of these goods can also be brought into the game economy through camp production (Water, Food, Fuel) or from scouting (Car Parts, Electronic Parts, plastics and Scrap).  Traders deal in most/all of these as well, so hunting traders can bring these goods into the game as well.&lt;br /&gt;
&lt;br /&gt;
Stone is also among the bulk goods, but is primarily for building camp structures.&lt;br /&gt;
&lt;br /&gt;
== Cars and Their Parts ==&lt;br /&gt;
Cars are brought into the economy from scouting, and (when sold) can change the economy for car and part prices.  Prices of weapons, engines and tyres will change as more are sold at a town.  Depending on the rarity and value of a specific car or part, players will sell them in the marketplace in each town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category: Economy]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Economy&amp;diff=2042</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Economy&amp;diff=2042"/>
		<updated>2011-02-03T17:31:13Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: /* Jake's Car Sales and Other Autoparts Stores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Dark-Wind Economy==&lt;br /&gt;
Everything in Darkwind has a price.  That price is different in each town, and can fluctuate based on the volume of goods being bought and sold.  Darkwind has a Dynamic Economy.  As production and usage vary, as goods are moved about between cities, the prices will change.&lt;br /&gt;
&lt;br /&gt;
==Market==&lt;br /&gt;
Every town and camp has a market for buying and selling goods.  The bulk goods available in each town market represent the bulk of the economy.  Water, Food, Fuel, Car Parts, Electronic Parts, Plastics, Stone and Scrap can all be bought and sold in every town.  Ammuntion can also be bought at the market, either from NPCs or from players if they are selling it there.  There are also items that Players want to sell in the market.  If you wish to try to sell something on the player market, go to the correct section of the market (Engines if you want to sell an engine), and at the bottom will be a list of every sale-able part in your town lockup.  Pick a price, a Password (if needed), and hit sell.  To remove something from the market, buy it back.  If you don't have the funds to buy back something you put up (say, an expensive rare item), you can always re-price the item, down to $1.  Put in a password so no-one accidentally gets it before you buy it back!&lt;br /&gt;
&lt;br /&gt;
==Jake's Car Sales and Other Autoparts Stores==&lt;br /&gt;
In Somerset, Jakes's Car Sales and Repairs is the place to sell cars and weapons that you don't want to sell on the market.  Every town has a place to sell all the chassis' and weapons brought back from scouts.  It may not be full price, but it is quick and easy.  Most scouting events will result in damaged loot chassis' brought back to town for cash from the sale.  In most places you can also buy some cars and parts here.  More dangerous towns generally have more chassis to choose from when buying a new car.  If you want that new Windy II, you may have to go to the Gateway Truckstop.  To get an Apache you might have to run out to the Badlands Truckstop.  This is generally much cheaper than player prices on the Market, however you have to drive it back home to use it, and that might get dangerous...&lt;br /&gt;
&lt;br /&gt;
== Goods Creation ==&lt;br /&gt;
Several goods are produced in specific towns.  Fuel in Texan, Car Parts in Sarsfield/Texan, Food in Somerset/Elmsfield, etc.  Most of these goods can also be brought into the game economy through camp production (Water, Food, Fuel) or from scouting (Car Parts, Electronic Parts, plastics and Scrap).  Traders deal in most/all of these as well, so hunting traders can bring these goods into the game.&lt;br /&gt;
&lt;br /&gt;
Stone is also among the bulk goods, but is primarily for building camp structures.&lt;br /&gt;
&lt;br /&gt;
== Cars and Their Parts ==&lt;br /&gt;
Cars are brought into the economy from scouting, and (when sold) can change the economy for car and part prices.  Prices of weapons, engines and tyres will change as more are sold at a town.  Depending on the rarity and value of a specific car or part, players will sell them in the marketplace in each town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category: Economy]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
	</entry>
	<entry>
		<id>https://darkwindwiki.com/index.php?title=Economy&amp;diff=2041</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="https://darkwindwiki.com/index.php?title=Economy&amp;diff=2041"/>
		<updated>2011-02-03T17:23:49Z</updated>

		<summary type="html">&lt;p&gt;Slidewrx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Dark-Wind Economy==&lt;br /&gt;
Everything in Darkwind has a price.  That price is different in each town, and can fluctuate based on the volume of goods being bought and sold.  Darkwind has a Dynamic Economy.  As production and usage vary, as goods are moved about between cities, the prices will change.&lt;br /&gt;
&lt;br /&gt;
==Market==&lt;br /&gt;
Every town and camp has a market for buying and selling goods.  The bulk goods available in each town market represent the bulk of the economy.  Water, Food, Fuel, Car Parts, Electronic Parts, Plastics, Stone and Scrap can all be bought and sold in every town.  Ammuntion can also be bought at the market, either from NPCs or from players if they are selling it there.  There are also items that Players want to sell in the market.  If you wish to try to sell something on the player market, go to the correct section of the market (Engines if you want to sell an engine), and at the bottom will be a list of every sale-able part in your town lockup.  Pick a price, a Password (if needed), and hit sell.  To remove something from the market, buy it back.  If you don't have the funds to buy back something you put up (say, an expensive rare item), you can always re-price the item, down to $1.  Put in a password so no-one accidentally gets it before you buy it back!&lt;br /&gt;
&lt;br /&gt;
==Jake's Car Sales and Other Autoparts Stores==&lt;br /&gt;
In Somerset, Jakes's Car Sales and Repairs is the place to sell cars and weapons that you don't want to sell on the market.  Every town has a place to sell all the chassis' and weapons brought back from scouts.  It may not be full price, but it is quick and easy.  In most places you can also buy some cars and parts here.&lt;br /&gt;
&lt;br /&gt;
== Goods Creation ==&lt;br /&gt;
Several goods are produced in specific towns.  Fuel in Texan, Car Parts in Sarsfield/Texan, Food in Somerset/Elmsfield, etc.  Most of these goods can also be brought into the game economy through camp production (Water, Food, Fuel) or from scouting (Car Parts, Electronic Parts, plastics and Scrap).  Traders deal in most/all of these as well, so hunting traders can bring these goods into the game.&lt;br /&gt;
&lt;br /&gt;
Stone is also among the bulk goods, but is primarily for building camp structures.&lt;br /&gt;
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== Cars and Their Parts ==&lt;br /&gt;
Cars are brought into the economy from scouting, and (when sold) can change the economy for car and part prices.  Prices of weapons, engines and tyres will change as more are sold at a town.  Depending on the rarity and value of a specific car or part, players will sell them in the marketplace in each town.&lt;br /&gt;
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=== Notes ===&lt;br /&gt;
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[[Category: Economy]]&lt;/div&gt;</summary>
		<author><name>Slidewrx</name></author>
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