{
 "measured": "2026-10-07",
 "entries": [
  {
   "key": "WelcomeToTheIsland_01_QuickIntroduction",
   "category": "WelcomeToTheIsland",
   "categoryName": "Welcome to the island",
   "title": "Introduction",
   "description": "The essentials for surviving your first day on The Island",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "You arrive on <em>The Island</em> with minimal equipment. Collect stones, sticks, and cloth to craft basic gear, then secure food, water, and shelter."
      },
      {
       "kind": "image",
       "src": "/scum/codex/WelcomeToTheIsland/Introduction_Intro2.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Survival 101"
    },
    {
     "kind": "text",
     "html": "The lower-left <em>HUD</em> displays your <em>Health</em>, <em>Stamina</em>, <em>Energy Reserves</em>, and <em>Water Reserves</em>:"
    },
    {
     "kind": "text",
     "html": "• Health",
     "items": [
      "Health"
     ]
    },
    {
     "kind": "text",
     "html": "Injuries, falls, and disease reduce <em>Health</em>. Treat active conditions in the <em>Health Tab</em>. At <b>0%</b>, you die."
    },
    {
     "kind": "text",
     "html": "• Stamina",
     "items": [
      "Stamina"
     ]
    },
    {
     "kind": "text",
     "html": "Movement and physical actions consume <em>Stamina</em>. Rest to recover it. At <b>0%</b>, your character must stop and catch their breath."
    },
    {
     "kind": "text",
     "html": "• Energy Reserves",
     "items": [
      "Energy Reserves"
     ]
    },
    {
     "kind": "text",
     "html": "Eat regularly to maintain <em>Energy Reserves</em>. Loot houses and fields, hunt animals, cook ingredients, or take food from corpses. Low reserves reduce physical performance."
    },
    {
     "kind": "text",
     "html": "• Water Reserves",
     "items": [
      "Water Reserves"
     ]
    },
    {
     "kind": "text",
     "html": "Drink regularly to maintain <em>Water Reserves</em>. Physical activity increases water use. Refill at freshwater sources and pumps, or carry bottled water."
    },
    {
     "kind": "image",
     "src": "/scum/codex/WelcomeToTheIsland/Survival101_Stats.webp"
    },
    {
     "kind": "title",
     "text": "Starter Gear"
    },
    {
     "kind": "text",
     "html": "Craft an <em>Improvised Courier Backpack</em> early to increase your carrying capacity while looting."
    },
    {
     "kind": "text",
     "html": "For close-range combat, craft a <em>Big Stone Axe</em> or <em>Small Stone Axe</em>."
    },
    {
     "kind": "text",
     "html": "For ranged combat, craft an <em>Improvised Bow #20</em>, <em>Wooden Arrows</em>, and an <em>Improvised Quiver</em> for storing the arrows."
    },
    {
     "kind": "text",
     "html": "If you arrive at night, craft a <em>Torch</em> and <em>Tinder</em> to light your surroundings."
    },
    {
     "kind": "text",
     "html": "Gather the materials shown in each recipe to craft this starter equipment."
    }
   ]
  },
  {
   "key": "Survival_01_Respawning",
   "category": "Survival",
   "categoryName": "Survival",
   "title": "Respawning",
   "description": "Respawn costs, locations, cooldowns, and permadeath",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "When you die, spend Cash or Gold to respawn at an available location. Your account balance and selected option determine the cost and risk."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Survival/Respawning_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Respawning Options"
    },
    {
     "kind": "text",
     "html": "Choose and pay for one of these Respawn options:"
    },
    {
     "kind": "text",
     "html": "• <em>Random</em>: respawn at a random map location. Default cost: <b>$250</b>.\n• <em>Sector</em>: respawn at a random location in the selected Sector. Default cost: <b>$1,000</b>.\n• <em>At Shelter</em>: respawn at your Shelter or Improvised Bed. Default cost: <b>1 Gold</b>.",
     "items": [
      "<em>Random</em>: respawn at a random map location. Default cost: <b>$250</b>.",
      "<em>Sector</em>: respawn at a random location in the selected Sector. Default cost: <b>$1,000</b>.",
      "<em>At Shelter</em>: respawn at your Shelter or Improvised Bed. Default cost: <b>1 Gold</b>."
     ]
    },
    {
     "kind": "text",
     "html": "Each option has a reuse cooldown. Private servers can use different Respawn prices."
    },
    {
     "kind": "image",
     "src": "/scum/codex/Survival/Respawning_RespawnScreen.webp"
    },
    {
     "kind": "text",
     "html": "Respawn costs can reduce your Bank balance to <b>-$2,500</b>, allowing a paid Respawn even without enough deposited Cash."
    },
    {
     "kind": "text",
     "html": "<b>WARNING: Dying while your balance is -$2,500 causes permadeath.</b>"
    },
    {
     "kind": "image",
     "src": "/scum/codex/Survival/Respawning_Permadeath.webp"
    },
    {
     "kind": "text",
     "html": "Dead characters can be revived with a single use of <em>Phoenix Tears</em>.\nThree uses are necessary if the character is in permadeath instead."
    },
    {
     "kind": "text",
     "html": "Without Phoenix Tears, the only way to rejoin a server after permadeath is to create a new character."
    }
   ]
  },
  {
   "key": "Survival_02_GearMaintenance",
   "category": "Survival",
   "categoryName": "Survival",
   "title": "Gear Maintenance",
   "description": "Repairing, cleaning, and drying equipment",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Maintain equipment to preserve its storage capacity, protection, reliability, and repair potential."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Survival/GearMaintenance_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Item Condition"
    },
    {
     "kind": "text",
     "html": "<em>Durability</em> ranges from 0% to 100% and falls as an item is used or damaged. Repairing restores Durability.\n\n<b>WARNING:</b> An item below 20% Durability can be repaired only to 50%, instead of 100%."
    },
    {
     "kind": "image",
     "src": "/scum/codex/Survival/GearMaintenance_Durability.webp"
    },
    {
     "kind": "text",
     "html": "Rain and submersion make items wet. Hover over equipped gear in <em>Inventory</em> to view its exact <em>Wetness</em>."
    },
    {
     "kind": "text",
     "html": "Wet items absorb water and become heavier, increasing your carried Gear Weight."
    },
    {
     "kind": "text",
     "html": "Dry wet equipment in either of these ways:"
    },
    {
     "kind": "text",
     "html": "• Keep the item out of water and rain to let it dry over time.\n• Place the item near a fire to dry it faster, but keep enough distance to avoid fire damage.",
     "items": [
      "Keep the item out of water and rain to let it dry over time.",
      "Place the item near a fire to dry it faster, but keep enough distance to avoid fire damage."
     ]
    },
    {
     "kind": "image",
     "src": "/scum/codex/Survival/GearMaintenance_ItemStats.webp"
    },
    {
     "kind": "title",
     "text": "Clothes"
    },
    {
     "kind": "text",
     "html": "Most clothing provides <em>Inventory</em> space. As clothing loses durability, storage cells become unavailable. Items left in disabled cells lose durability, and no new items can be placed there."
    },
    {
     "kind": "text",
     "html": "<b>WARNING:</b> Low-durability footwear and gloves increase the risk of <em>Foot Abrasions</em> and <em>Hand Abrasions</em>."
    },
    {
     "kind": "text",
     "html": "A clothing item's <em>Warmth</em> value affects protection from cold. Hover over equipped clothing in <em>Inventory</em> to view its details."
    },
    {
     "kind": "text",
     "html": "Wear fewer warm layers in hot regions and add warm clothing in cold regions to regulate Body Temperature."
    },
    {
     "kind": "text",
     "html": "Repair most clothing with a <em>Sewing Kit</em> or craftable <em>Improvised Sewing Kit</em>. An item's description lists any additional repair method it supports."
    },
    {
     "kind": "text",
     "html": "Clothing can become dirty. Dirt is visible on worn clothing, while its exact condition can be checked in <em>Inventory</em>. Dirty clothing worn over an open wound increases contamination risk. Wash clothing with <em>Soap</em> while standing in water."
    },
    {
     "kind": "image",
     "src": "/scum/codex/Survival/GearMaintenance_Clothes.webp"
    },
    {
     "kind": "title",
     "text": "Melee Weapons"
    },
    {
     "kind": "text",
     "html": "Melee Weapons use two repair categories:"
    },
    {
     "kind": "text",
     "html": "• Blunt Melee Weapons\n• Sharp Melee Weapons",
     "items": [
      "Blunt Melee Weapons",
      "Sharp Melee Weapons"
     ]
    },
    {
     "kind": "text",
     "html": "Repair Blunt Melee Weapons with a <em>Toolbox</em> or <em>Improvised Toolbox</em>. Repair Sharp Melee Weapons with a <em>Grinding Stone</em>. Sharp weapons can also function as combat weapons and Crafting tools."
    },
    {
     "kind": "image",
     "src": "/scum/codex/Survival/GearMaintenance_MeleeWeapons.webp"
    },
    {
     "kind": "title",
     "text": "Ranged Weapons"
    },
    {
     "kind": "text",
     "html": "Repair Bows and Weapon Attachments with a <em>Toolbox</em>. Repair Firearms in either of these ways:"
    },
    {
     "kind": "text",
     "html": "• Use a <em>Weapon Cleaning Kit</em>.\n• Use matching <em>Weapon Parts</em>.",
     "items": [
      "Use a <em>Weapon Cleaning Kit</em>.",
      "Use matching <em>Weapon Parts</em>."
     ]
    },
    {
     "kind": "text",
     "html": "Use a <em>Weapon Cleaning Kit</em> directly on the Firearm."
    },
    {
     "kind": "text",
     "html": "Use a <em>Toolbox</em> to disassemble another Firearm of the same type into <em>Weapon Parts</em>, then use those Parts for repair."
    },
    {
     "kind": "image",
     "src": "/scum/codex/Survival/GearMaintenance_RangedWeapons.webp"
    },
    {
     "kind": "text",
     "html": "Low-durability Firearms, Magazines, and Ammunition increase the chance of a <em>Weapon Malfunction</em>. If the weapon does not fire, press <em>[Reload]</em> to open the Malfunction menu.\n\nCommon Malfunctions include:\n1. <em>Stovepipe</em>: affected by Firearm Durability.\n2. <em>Bad Round</em>: affected by Ammunition Durability.\n3. <em>Double Feed</em>: affected by Firearm Durability.\n4. <em>Round Not Loaded</em>: affected by Magazine Durability.\n\nAdditionally, the M1 Garand can suffer a <em>Partially Ejected Clip</em>  (influenced by the durability of the weapon), and Pistols can suffer a <em>Stuck Bullet</em> (influenced by the durability of the bullet).\n\nIf available, the <em>Bad Round</em> recovery option clears every Malfunction. Clearing one Malfunction can occasionally cause another."
    }
   ]
  },
  {
   "key": "Survival_03_Electricity",
   "category": "Survival",
   "categoryName": "Survival",
   "title": "Electricity",
   "description": "Generating and supplying power to electrical equipment",
   "elements": [
    {
     "kind": "text",
     "html": "Generators and Batteries power Base Building defenses, appliances, lights, tools, and portable electronics."
    },
    {
     "kind": "title",
     "text": "Generating Electricity"
    },
    {
     "kind": "text",
     "html": "<em>Small Electricity Generators</em> and <em>Electricity Generators</em> supply power within their range. Add Gasoline through the <em>\"Add Fuel\"</em> interaction, then use <em>\"Show Range\"</em> to view the powered area.\n\nA Small Electricity Generator supplies up to <em>250 W</em>; an Electricity Generator supplies up to <em>500 W</em>. Active equipment consumes part of that capacity. Where generator ranges overlap, powered equipment divides its load equally between the available Generators.\n\n<em>Batteries</em> power compatible portable equipment. Recharge Smartphone and Car Batteries with a Small, Medium, or Large Battery Charger; single-use Batteries cannot be recharged."
    },
    {
     "kind": "title",
     "text": "Using Electricity"
    },
    {
     "kind": "text",
     "html": "Generators power <em>Turrets</em>, <em>Refrigerators</em>, <em>Portable Electric Stoves</em>, and <em>Battery Chargers</em>.\n\nBatteries power smaller equipment, including <em>Flashlights</em>, <em>Radios</em>, <em>Night Vision Goggles</em>, <em>Metal Detectors</em>, <em>Portable Work Lights</em>, <em>BCU Locks</em>, <em>Lock Protections</em>, and <em>Remote Door Sensors</em>.\n\nDrag a Battery onto compatible equipment and select <em>\"Insert\"</em>."
    }
   ]
  },
  {
   "key": "Movement_01_PlayerAndCameraMovement",
   "category": "Movement",
   "categoryName": "Movement",
   "title": "Basic Movement",
   "description": "Movement controls, pace, stance, and camera control",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Change your pace and stance to cross terrain, avoid obstacles, and stay concealed."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Movement/BasicMovement_Intro1.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Movement Control"
    },
    {
     "kind": "text",
     "html": "Use <em>[Move Forward]</em>, <em>[Move Backward]</em>, <em>[Move Left]</em>, and <em>[Move Right]</em> to move.\n\nPress <em>[Auto Walk]</em> to keep moving forward without holding the movement input.\n\nPress <em>[Jump]</em> to jump or vault over obstacles.\n\nHold <em>[Lean Left]</em> or <em>[Lean Right]</em> to lean."
    },
    {
     "kind": "text",
     "html": "Press <em>[Crouch]</em> to crouch. Use <em>[Increase Crouch Stage]</em> and <em>[Decrease Crouch Stage]</em> to adjust crouch height.\n\nPress <em>[Prone]</em> to go prone."
    },
    {
     "kind": "row",
     "elements": [
      {
       "kind": "image",
       "src": "/scum/codex/Movement/BasicMovement_Crouch.webp"
      },
      {
       "kind": "image",
       "src": "/scum/codex/Movement/BasicMovement_Prone.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Movement Speed"
    },
    {
     "kind": "text",
     "html": "You can move at three paces: walking, jogging, and running. Use <em>[Increase Pace]</em> and <em>[Decrease Pace]</em> to change pace."
    },
    {
     "kind": "title",
     "text": "Camera Movement"
    },
    {
     "kind": "text",
     "html": "Press <em>[Change Camera]</em> to switch between first-person and third-person cameras. Move the mouse to look around.\n\nHold <em>[Free Look]</em> and move the mouse to look around without changing your facing direction."
    },
    {
     "kind": "row",
     "elements": [
      {
       "kind": "image",
       "src": "/scum/codex/Movement/BasicMovement_1stPerson.webp"
      },
      {
       "kind": "image",
       "src": "/scum/codex/Movement/BasicMovement_3rdperson.webp"
      }
     ]
    }
   ]
  },
  {
   "key": "Movement_02_SwimmingAndDiving",
   "category": "Movement",
   "categoryName": "Movement",
   "title": "Swimming and Diving",
   "description": "Swimming, diving, and managing your breath",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Swim or dive to cross water when no bridge or boat is available."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Movement/SwimmingAndDiving_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Swimming"
    },
    {
     "kind": "text",
     "html": "Use <em>[Move Forward]</em>, <em>[Move Backward]</em>, <em>[Move Left]</em>, and <em>[Move Right]</em> to swim. Use <em>[Increase Pace]</em> and <em>[Decrease Pace]</em> to adjust your swimming pace."
    },
    {
     "kind": "title",
     "text": "Diving"
    },
    {
     "kind": "text",
     "html": "Hold <em>[Dive Down]</em> to dive. While submerged, your breath decreases; when it is depleted, you begin to drown and lose <em>Health</em>. Hold <em>[Dive Up]</em> to ascend.\n\n<b>WARNING:</b> Heavy gear can make you sink. Drop gear from <em>Inventory</em> if you cannot reach the surface."
    },
    {
     "kind": "row",
     "elements": [
      {
       "kind": "image",
       "src": "/scum/codex/Movement/SwimmingAndDiving_Diving.webp"
      },
      {
       "kind": "image",
       "src": "/scum/codex/Movement/SwimmingAndDiving_Breath.webp"
      }
     ]
    }
   ]
  },
  {
   "key": "Movement_03_Parachuting",
   "category": "Movement",
   "categoryName": "Movement",
   "title": "Parachuting",
   "description": "Finding, equipping, and using a parachute",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Parachute respawns begin with a descent onto <em>The Island</em>. Parachutes found later can also be equipped and used during normal gameplay."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Movement/Parachuting_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Using the Parachute"
    },
    {
     "kind": "text",
     "html": "Find parachutes near airports or buy them at an Outpost, then equip one as a backpack. While airborne, use <em>[Move Forward]</em>, <em>[Move Backward]</em>, <em>[Move Left]</em>, and <em>[Move Right]</em> to steer.\n\nUse <em>[Increase Pace]</em> and <em>[Decrease Pace]</em> to adjust your body position and airspeed.\n\nPress <em>[Open Parachute]</em> to deploy the parachute.\n\n<b>WARNING:</b> Deploying too close to the ground can cause severe or fatal injuries."
    }
   ]
  },
  {
   "key": "Inventory_01_Equipment",
   "category": "Inventory",
   "categoryName": "Inventory",
   "title": "Equipment",
   "description": "Managing carried equipment and storage capacity",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "The <em>Inventory</em> uses a grid. Items occupy different amounts of space, while clothing and equipment provide containers with different grid sizes and weight limits."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Inventory/Inventory_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Item Rotation"
    },
    {
     "kind": "text",
     "html": "Rotate items to fit them into the <em>Inventory</em> grid. While moving an item, hold <em>[Inventory Favor Rotation Over Scroll]</em> and use <em>[Rotate Placing Actor Clockwise]</em> or <em>[Rotate Placing Actor Counter Clockwise]</em> to rotate it."
    },
    {
     "kind": "title",
     "text": "Maximum Contained Weight"
    },
    {
     "kind": "text",
     "html": "Each container has a <em>maximum contained weight</em>. Reaching that limit prevents you from adding items even when free grid space remains."
    }
   ]
  },
  {
   "key": "Inventory_02_Vicinity",
   "category": "Inventory",
   "categoryName": "Inventory",
   "title": "Vicinity",
   "description": "Items and accessible containers near your character",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "The <em>Vicinity</em> lists items and accessible containers near your character."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Inventory/Vicinity_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Vicinity and Filters"
    },
    {
     "kind": "text",
     "html": "Crafted, dropped, and looted items appear in the <em>Vicinity</em>. Chests, vehicle inventories, and other containers appear at the bottom. Double-click an item to move it quickly into your <em>Inventory</em>."
    },
    {
     "kind": "text",
     "html": "Use the category filters above the <em>Vicinity</em> to narrow the item list."
    }
   ]
  },
  {
   "key": "Inventory_03_HolstersQuickAccess",
   "category": "Inventory",
   "categoryName": "Inventory",
   "title": "Holster and Quick Access",
   "description": "Equipping weapons and items for quick access",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Holsters and <em>Quick Access Slots</em> let you equip frequently used items without opening <em>Inventory</em>."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Inventory/Holsters_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Holsters"
    },
    {
     "kind": "text",
     "html": "Weapons, tools, and some other items can be placed in <em>Holsters</em>. Drag an item from the <em>Vicinity</em> or <em>Inventory</em> into a compatible Holster slot.\n\nPress <em>[Quick Access1]</em> or <em>[Quick Access2]</em> to move the corresponding item into your hands. Press the same input again to return it to its Holster."
    },
    {
     "kind": "title",
     "text": "Quick Access"
    },
    {
     "kind": "text",
     "html": "Drag an item from the <em>Inventory</em> or <em>Vicinity</em> into a free <em>Quick Access Slot</em>. To remove it, right-click the slot and select <em>\"Remove from Quick Access\"</em>, or double-click the occupied slot.\n\nA hand icon enables <em>Throwing Mode</em>. When enabled, activating the slot throws a throwable item instead of placing it in your hands.\n\nIn the <em>Quick-Access HUD</em>, the rightmost slot displays the toggled item or the item currently in your Hands."
    }
   ]
  },
  {
   "key": "Health_01_BodyStatus",
   "category": "Health",
   "categoryName": "Health",
   "title": "Body Status",
   "description": "Monitoring Health, Blood, conditions, symptoms, and vital signs",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "The <em>Health Tab</em> tracks your overall Health, active conditions, and symptoms."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Health/BodyStatus_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "BCU ICU Monitor"
    },
    {
     "kind": "text",
     "html": "The <em>BCU ICU Monitor</em> displays these vital signs:"
    },
    {
     "kind": "text",
     "html": "• Heart Rate\n• Blood Pressure\n• Oxygen Levels\n• Breathing Rate\n• Body Temperature",
     "items": [
      "Heart Rate",
      "Blood Pressure",
      "Oxygen Levels",
      "Breathing Rate",
      "Body Temperature"
     ]
    },
    {
     "kind": "image",
     "src": "/scum/codex/Health/BodyStatus_BCUMonitor.webp"
    },
    {
     "kind": "title",
     "text": "Interactive Body Panel"
    },
    {
     "kind": "text",
     "html": "Select a body part in the <em>Interactive Body Panel</em> to isolate its conditions and symptoms."
    },
    {
     "kind": "text",
     "html": "The panel tracks your current <em>Health</em> and <em>Blood</em> levels."
    },
    {
     "kind": "text",
     "html": "Use the panel to identify which body parts are affected by a condition."
    },
    {
     "kind": "text",
     "html": "Selecting a body part filters the condition and symptom lists to that area."
    },
    {
     "kind": "image",
     "src": "/scum/codex/Health/BodyStatus_InteractiveBodyPanel.webp"
    }
   ]
  },
  {
   "key": "Health_02_TreatingConditions",
   "category": "Health",
   "categoryName": "Health",
   "title": "Treating Injuries",
   "description": "Diagnosing and treating medical conditions",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Some conditions recover without treatment, while others worsen quickly. Check severity and symptoms before deciding how to respond."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Health/TreatingConditions_Intro1.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Conditions"
    },
    {
     "kind": "text",
     "html": "Conditions usually range from <em>C1</em> to <em>C4</em>, with C1 as the lowest severity and C4 as the highest. Not every condition reaches C4. Some conditions begin at C1, while severe trauma can begin at C4. Higher severity introduces new symptoms and worsens existing ones."
    },
    {
     "kind": "text",
     "html": "<b>WARNING:</b> Treat any condition marked with a skull quickly; it can be fatal."
    },
    {
     "kind": "title",
     "text": "Treatment Stages"
    },
    {
     "kind": "text",
     "html": "Treatment has three phases: <em>Untreated</em>, <em>Stabilization</em>, and <em>Recovery</em>."
    },
    {
     "kind": "text",
     "html": "• Untreated Phase",
     "items": [
      "Untreated Phase"
     ]
    },
    {
     "kind": "text",
     "html": "Untreated conditions cause ongoing symptoms and can increase in severity over time. The red progression bar shows how close the condition is to increasing in severity, and the <em>Health Tab</em> flashes red while an untreated condition is active."
    },
    {
     "kind": "text",
     "html": "• Stabilization Phase",
     "items": [
      "Stabilization Phase"
     ]
    },
    {
     "kind": "text",
     "html": "During the <em>Stabilization Phase</em>, symptoms stop worsening while the condition moves toward Recovery. Strenuous activity can return it to the Untreated Phase. Stabilized bleeding injuries no longer reduce Blood."
    },
    {
     "kind": "text",
     "html": "• Recovery Phase",
     "items": [
      "Recovery Phase"
     ]
    },
    {
     "kind": "text",
     "html": "During the <em>Recovery Phase</em>, symptoms recede over time. Strenuous activity does not return recovering conditions to an earlier phase."
    },
    {
     "kind": "image",
     "src": "/scum/codex/Health/TreatingConditions_TreatmentStages.webp"
    },
    {
     "kind": "title",
     "text": "Treating Injuries"
    },
    {
     "kind": "text",
     "html": "Select the condition you want to treat."
    },
    {
     "kind": "text",
     "html": "Select compatible medical items from the <em>Inventory</em> or <em>Vicinity</em> until the treatment meter is full. Compatible items are highlighted when selecting treatment materials."
    },
    {
     "kind": "text",
     "html": "When the treatment meter is full, select <b>Treat</b>. The condition enters the <em>Stabilization Phase</em>. A higher <em>Medical Skill</em> reduces the number of items required."
    },
    {
     "kind": "text",
     "html": "<em>Phoenix Tears</em> treats any condition in a single use, but the item is rare."
    },
    {
     "kind": "image",
     "src": "/scum/codex/Health/TreatingConditions_TreatingInjuries.webp"
    },
    {
     "kind": "title",
     "text": "Infections"
    },
    {
     "kind": "text",
     "html": "Untreated wounds can become <em>contaminated</em> through dirty clothing or attacks by Puppets. A contamination icon marks the wound."
    },
    {
     "kind": "text",
     "html": "At <em>100% contamination</em>, a wound becomes <em>infected</em>. Infection begins at C1 severity and can progress to C4, then develop into the more dangerous <em>Sepsis</em> condition."
    },
    {
     "kind": "text",
     "html": "Treat wound contamination and infection by:"
    },
    {
     "kind": "text",
     "html": "• Use <em>Antibiotics</em> to strengthen your immune response. <em>Garlic</em> also helps.\n• Disinfect Rags with <em>strong alcohol</em> before treating the wound, or use sterile medical items.\n• Remove <em>dirty clothing</em> covering the wound.\n• Apply <em>strong alcohol</em> directly to the wound.",
     "items": [
      "Use <em>Antibiotics</em> to strengthen your immune response. <em>Garlic</em> also helps.",
      "Disinfect Rags with <em>strong alcohol</em> before treating the wound, or use sterile medical items.",
      "Remove <em>dirty clothing</em> covering the wound.",
      "Apply <em>strong alcohol</em> directly to the wound."
     ]
    },
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Select a disinfectant, right-click the Rags, and select <em>\"Disinfect\"</em>."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Health/TreatingConditions_RagsDisinfection.webp"
      }
     ]
    }
   ]
  },
  {
   "key": "Health_03_Radiation",
   "category": "Health",
   "categoryName": "Health",
   "title": "Radiation",
   "description": "Avoiding, detecting, and treating radiation exposure",
   "elements": [
    {
     "kind": "text",
     "html": "Irradiated fog surrounds the Krško Nuclear Power Plant and the abandoned city. Prolonged exposure or carrying irradiated items increases <em>Radiation Presence</em>. Continued exposure causes <em>Acute Radiation Syndrome</em>, which damages cells in the body."
    },
    {
     "kind": "title",
     "text": "Checking for Radiation"
    },
    {
     "kind": "text",
     "html": "Hold a <em>Geiger Counter</em> to identify irradiated clothing and items. A nuclear symbol marks contaminated objects."
    },
    {
     "kind": "title",
     "text": "Preventing Radiation Exposure"
    },
    {
     "kind": "text",
     "html": "Wear a <em>Hazmat Suit</em> before entering an irradiated area. Lower Suit durability provides less protection."
    },
    {
     "kind": "title",
     "text": "Treating Radiation"
    },
    {
     "kind": "text",
     "html": "Use <em>Potassium Iodide Pills</em> to reduce the effects of radiation while the substance remains in your body. Wash yourself in water and wash irradiated items with Soap to remove contamination. Sweating and urinating reduce radiation over time."
    }
   ]
  },
  {
   "key": "Metabolism_01_PlayerStats",
   "category": "Metabolism",
   "categoryName": "Metabolism",
   "title": "Player Stats",
   "description": "Attributes, Skills, body composition, and performance data",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Player Stats show how your Attributes, Skills, body composition, equipment load, and conditions affect performance."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Metabolism/PlayerStats_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Attributes and Skills"
    },
    {
     "kind": "text",
     "html": "Hover over an <em>Attribute</em> or <em>Skill</em> to view its progression and current modifiers."
    },
    {
     "kind": "text",
     "html": "<b>WARNING:</b> An Attribute caps the level of its related Skills. If the Attribute drops below the level required by a Skill, the Skill keeps its level but stops gaining XP until the Attribute recovers."
    },
    {
     "kind": "text",
     "html": "• Level 1 - Basic Skill\n• Level 2 - Medium Skill\n• Level 3 - Advanced Skill",
     "items": [
      "Level 1 - Basic Skill",
      "Level 2 - Medium Skill",
      "Level 3 - Advanced Skill"
     ]
    },
    {
     "kind": "image",
     "src": "/scum/codex/Metabolism/PlayerStats_StatsAndSkills.webp"
    },
    {
     "kind": "title",
     "text": "Basic Info"
    },
    {
     "kind": "text",
     "html": "<em>Basic Info</em> lists your Age, Lifetime, Weight, Health, and other character data. Hover over an entry for additional details."
    },
    {
     "kind": "image",
     "src": "/scum/codex/Metabolism/PlayerStats_BasicInfo.webp"
    },
    {
     "kind": "title",
     "text": "Performance Data"
    },
    {
     "kind": "text",
     "html": "<em>Performance Data</em> explains your stamina, action difficulty, carrying capacity, movement speed, and overload penalties."
    },
    {
     "kind": "text",
     "html": "<em>Stamina Units</em> determine how much activity you can perform before fatigue. Higher <em>Constitution</em> increases maximum Stamina. Stamina can fall below zero by the same amount as its positive maximum; reaching the negative limit causes <em>Energy Crash</em>.\n\nAction Difficulty changes consumption and recovery rates."
    },
    {
     "kind": "text",
     "html": "<em>Action Difficulty</em> shows the physical demand of your current action and affects Stamina consumption and recovery."
    },
    {
     "kind": "text",
     "html": "<em>Gear Weight</em> is the load you can carry without penalties. Higher <em>Strength</em> increases the limit; pushing a loaded vehicle such as a wheelbarrow also counts toward it. Exceeding the limit increases Energy and Water use, hunches your character, applies <em>Overburdened</em>, and reduces maximum pace."
    },
    {
     "kind": "text",
     "html": "<em>Walk Speed</em> is determined by your Performance Score."
    },
    {
     "kind": "text",
     "html": "<em>Jog Speed</em> is determined by your Performance Score and <em>Running Skill</em>."
    },
    {
     "kind": "text",
     "html": "<em>Run Speed</em> is determined by your Performance Score and <em>Running Skill</em>."
    },
    {
     "kind": "text",
     "html": "<em>Energy Penalty</em> shows the additional kilocalories used per hour while overloaded."
    },
    {
     "kind": "text",
     "html": "<em>Water Penalty</em> shows the additional millilitres of water used per hour while overloaded."
    },
    {
     "kind": "image",
     "src": "/scum/codex/Metabolism/PlayerStats_PerformanceData.webp"
    },
    {
     "kind": "title",
     "text": "Performance Indicators"
    },
    {
     "kind": "text",
     "html": "<em>Healing Speed</em> determines how quickly conditions and injuries stabilize. It depends on <em>Constitution</em> and Action Difficulty."
    },
    {
     "kind": "text",
     "html": "<em>Blood Recovery Rate</em> shows how quickly your body restores Blood. If Blood loss exceeds this rate, you can bleed out and die."
    },
    {
     "kind": "text",
     "html": "The <em>Immune System</em> affects infection risk and recovery speed. It depends largely on <em>Constitution</em> and can be strengthened with <em>Antibiotics</em>."
    },
    {
     "kind": "text",
     "html": "<em>Performance Score</em> affects the speed of actions such as running, walking, paddling, and chopping. Muscle Mass, Body Fat, and carried Weight determine the score."
    },
    {
     "kind": "text",
     "html": "<em>Stealth Factor</em> represents your ability to remain unseen and unheard. A lower value makes detection more likely."
    },
    {
     "kind": "text",
     "html": "<em>Melee Damage</em> compares your current damage with your maximum. Strength penalties, including <em>Weakness</em>, reduce it until the penalty is removed."
    },
    {
     "kind": "image",
     "src": "/scum/codex/Metabolism/PlayerStats_PerformanceIndicators.webp"
    },
    {
     "kind": "title",
     "text": "Body Stats"
    },
    {
     "kind": "text",
     "html": "<em>Body Stats</em> show nutrient absorption and body-mass distribution. Critical imbalances can cause severe conditions or death."
    },
    {
     "kind": "text",
     "html": "Diet and physical activity change Body Fat Reserves. Critically low reserves can be fatal."
    },
    {
     "kind": "image",
     "src": "/scum/codex/Metabolism/PlayerStats_BodyStats.webp"
    }
   ]
  },
  {
   "key": "Metabolism_02_Nutrition",
   "category": "Metabolism",
   "categoryName": "Metabolism",
   "title": "Nutrition and Digestion",
   "description": "Managing nutrition, digestion, and body reserves",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Food and water maintain <em>Energy</em>, <em>hydration</em>, <em>Muscle</em>, <em>Fat</em>, vitamins, and minerals. Diet and activity determine whether these reserves rise or fall."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Metabolism/Nutrition_Intro1.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Nutrition"
    },
    {
     "kind": "text",
     "html": "The <em>Nutrition</em> panel tracks:"
    },
    {
     "kind": "text",
     "html": "• Energy",
     "items": [
      "Energy"
     ]
    },
    {
     "kind": "text",
     "html": "<em>Energy Reserves</em> increase when calorie intake exceeds expenditure Resting reduces calorie use Higher <em>Constitution</em> reduces the calories your body needs\n\nEnergy can exceed 100%, but the excess depletes faster and fills the Intestines more quickly At 0%, you develop <em>Energy Deficiency</em>"
    },
    {
     "kind": "text",
     "html": "• Water",
     "items": [
      "Water"
     ]
    },
    {
     "kind": "text",
     "html": "<em>Water Reserves</em> increase when intake exceeds use Resting reduces water use Higher <em>Constitution</em> reduces the water your body needs\n\nWater can exceed 100%, but the excess depletes faster and fills the Bladder more quickly At 0%, you develop <em>Water Deficiency</em>"
    },
    {
     "kind": "image",
     "src": "/scum/codex/Metabolism/Nutrition_Nutrition.webp"
    },
    {
     "kind": "title",
     "text": "Macronutrient Reserves"
    },
    {
     "kind": "text",
     "html": "<em>Macronutrient Reserves</em> compare the nutrients stored in your body with their optimal levels."
    },
    {
     "kind": "text",
     "html": "Hover over a nutrient to view its main food sources."
    },
    {
     "kind": "image",
     "src": "/scum/codex/Metabolism/Nutrition_MacronutrientReservers.webp"
    },
    {
     "kind": "title",
     "text": "Body Reserves"
    },
    {
     "kind": "text",
     "html": "<em>Body Reserves</em> show your current Muscle and Fat stores. Diet and physical activity change both values."
    },
    {
     "kind": "image",
     "src": "/scum/codex/Metabolism/Nutrition_BodyReserves.webp"
    },
    {
     "kind": "title",
     "text": "Vitamins and Minerals"
    },
    {
     "kind": "text",
     "html": "<em>Vitamin and Mineral Reserves</em> compare the nutrients stored in your body with their optimal levels."
    },
    {
     "kind": "text",
     "html": "Hover over a vitamin or mineral to view its main food sources."
    },
    {
     "kind": "image",
     "src": "/scum/codex/Metabolism/Nutrition_Vitamins_andMinerals.webp"
    },
    {
     "kind": "title",
     "text": "Digestion"
    },
    {
     "kind": "text",
     "html": "The Digestion panel tracks how full these four organs are:"
    },
    {
     "kind": "text",
     "html": "• Stomach",
     "items": [
      "Stomach"
     ]
    },
    {
     "kind": "text",
     "html": "The Stomach stores consumed food and water before passing them to the Intestines You can vomit when it reaches 50% At 120%, the Stomach can rupture and kill you"
    },
    {
     "kind": "text",
     "html": "• Intestines",
     "items": [
      "Intestines"
     ]
    },
    {
     "kind": "text",
     "html": "The Intestines receive food and water from the Stomach They absorb nutrients into the bloodstream and send liquid and solid waste to the Bladder and Colon"
    },
    {
     "kind": "text",
     "html": "• Colon",
     "items": [
      "Colon"
     ]
    },
    {
     "kind": "text",
     "html": "The Colon stores solid waste You can defecate when it reaches 50% At 120%, defecation occurs automatically and soils lower-body clothing"
    },
    {
     "kind": "text",
     "html": "• Bladder",
     "items": [
      "Bladder"
     ]
    },
    {
     "kind": "text",
     "html": "The Bladder stores liquid waste You can urinate when it reaches 50% At 120%, urination occurs automatically and wets lower-body clothing"
    },
    {
     "kind": "image",
     "src": "/scum/codex/Metabolism/Nutrition_Digestion.webp"
    }
   ]
  },
  {
   "key": "AttributesAndSkills_01_StrengthSkills",
   "category": "AttributesAndSkills",
   "categoryName": "Attributes and skills",
   "title": "Strength",
   "description": "Physical power and carrying capacity",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Strength is the physical power of a person, typically measured by how much you can push, pull or lift a physical object. \nIs raised by: proper protein intake and executing actions under a load.\nIs lowered by: protein deficiency and loss of muscle mass.\nIt influences: carry weight, melee damage and calorie burning.\nRanges from 1 to 5, but it can be raised to 8 with proper diet and physical activities."
      },
      {
       "kind": "image",
       "src": "/scum/codex/AttributesAndSkills/STR_Intro1.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Brawling Skill"
    },
    {
     "kind": "text",
     "html": "Brawling is the skill of fighting with fists, feet and other body parts.\nIs raised by: doing hand-to-hand damage to players and NPCs.\nIt influences: hand-to-hand attack speed, available combo attacks, blocking efficiency."
    },
    {
     "kind": "image",
     "src": "/scum/codex/AttributesAndSkills/STR_Brawling.webp"
    },
    {
     "kind": "title",
     "text": "Melee Weapons Skill"
    },
    {
     "kind": "text",
     "html": "Melee Weapons is a skill that enables you to use knives, axes, clubs and other hand-held weapons.\nIs raised by: doing damage with melee weapons to players, NPCs and base-building elements.\nIt influences: melee weapon attack speed, available combo attacks, melee weapon damage."
    },
    {
     "kind": "image",
     "src": "/scum/codex/AttributesAndSkills/STR_MeleeWeapons.webp"
    },
    {
     "kind": "title",
     "text": "Archery Skill"
    },
    {
     "kind": "text",
     "html": "Archery is a skill that enables you to shoot with bows and arrows.\nIs raised by: doing damage with bow and arrow to players and NPCs.\nIt influences: ability to use bows of different poundages, faster reload time, faster draw time, hold time at full draw, faster bow tuning."
    },
    {
     "kind": "image",
     "src": "/scum/codex/AttributesAndSkills/STR_Archery.webp"
    },
    {
     "kind": "title",
     "text": "Rifles Skill"
    },
    {
     "kind": "text",
     "html": "Rifles is a skill which indicates how familiar you are with rifles of any type, both firing them and maintaining or fixing them.\nIs raised by: shooting players and NPCs with rifles and crossbow, as well as reloading the said weapons.\nIt influences: faster reload time, faster change from position to position (readying/aiming), recoil, shooting accuracy with rifles."
    },
    {
     "kind": "image",
     "src": "/scum/codex/AttributesAndSkills/STR_Rifling.webp"
    },
    {
     "kind": "title",
     "text": "Handgun Skill"
    },
    {
     "kind": "text",
     "html": "Handgun skill indicates how familiar you are with handguns of any type; whether firing, maintaining or fixing them.\nIs raised by: shooting players and NPCs with handguns, as well as reloading handguns.\nIt influences: faster reload time, faster change from position to position (readying/aiming), recoil, shooting accuracy with handguns."
    },
    {
     "kind": "image",
     "src": "/scum/codex/AttributesAndSkills/STR_Handgun.webp"
    }
   ]
  },
  {
   "key": "AttributesAndSkills_02_ConstitutionSkills",
   "category": "AttributesAndSkills",
   "categoryName": "Attributes and skills",
   "title": "Constitution",
   "description": "Physical endurance and resilience",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Constitution or body type defines everything connected with physical endurance and stamina.\nIs raised by: moving in general, walking, running, swimming, etc.\nIs lowered by: not moving, staying still for longer periods of time.\nIt influences: health points, stamina, damage and status (shock, poison, etc.) resistances, immune system, calorie and water consumption efficiency. \nRanges from 1 to 5."
      },
      {
       "kind": "image",
       "src": "/scum/codex/AttributesAndSkills/CON_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Running Skill"
    },
    {
     "kind": "text",
     "html": "Running is a skill that shows how athletic you are and how proficient you are at running.\nIs raised by: jogging or running.\nIt influences: jogging and running speed."
    },
    {
     "kind": "image",
     "src": "/scum/codex/AttributesAndSkills/CON_Running.webp"
    },
    {
     "kind": "title",
     "text": "Endurance Skill"
    },
    {
     "kind": "text",
     "html": "Endurance is a skill that enables you to withstand pain by conserving strength and energy.\nIs raised by: moving under a weight load.\nIt influences: stamina recovery rate, energy and water consumption rates."
    },
    {
     "kind": "image",
     "src": "/scum/codex/AttributesAndSkills/CON_Endurance.webp"
    }
   ]
  },
  {
   "key": "AttributesAndSkills_03_DexteritySkills",
   "category": "AttributesAndSkills",
   "categoryName": "Attributes and skills",
   "title": "Dexterity",
   "description": "Coordination and fine motor control",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Dexterity determines how skillful you are in performing everyday and/or complicated actions.\nIs raised by: calorie deficiency (losing weight).\nIs lowered by: calorie sufficiency (gaining weight).\nIt influences: movement speed and action speed including crafting, eating and reloading.\nRanges from 1 to 5."
      },
      {
       "kind": "image",
       "src": "/scum/codex/AttributesAndSkills/DEX_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Thievery Skill"
    },
    {
     "kind": "text",
     "html": "Thievery is a skill that determines how well you can pick locks.\nIs raised by: lockpicking in general, both successfully and unsuccessfully.\nIt influences: time available per lockpicking attempt, level of pressure applied before lockpicks break."
    },
    {
     "kind": "image",
     "src": "/scum/codex/AttributesAndSkills/DEX_Thievery.webp"
    },
    {
     "kind": "title",
     "text": "Demolition Skill"
    },
    {
     "kind": "text",
     "html": "Demolition is a skill that indicates how knowledgeable you are about the use of explosives.\nIs raised by: arming and disarming explosives / practice traps.\nIt influences: number of materials needed for crafting explosives,explosive defuse time, defuse attempts, quality of armed explosives, explosive damage, trigger radius and unlocks crafting recipes."
    },
    {
     "kind": "image",
     "src": "/scum/codex/AttributesAndSkills/DEX_Demolition.webp"
    },
    {
     "kind": "title",
     "text": "Stealth Skill"
    },
    {
     "kind": "text",
     "html": "Stealth is the skill of moving cautiously, silently and slowly to prevent others from hearing you.\nIs raised by: moving while in crouch or prone position\nIt influences: sound produced while moving"
    },
    {
     "kind": "image",
     "src": "/scum/codex/AttributesAndSkills/DEX_Stealth.webp"
    },
    {
     "kind": "title",
     "text": "Driving Skill"
    },
    {
     "kind": "text",
     "html": "Driving is a skill that enables you to drive ground vehicles with four or more wheels as well as those with tracks and hovercraft.\nIs raised by: driving for an extended amount of time.\nIt influences: vehicle stalling frequency, maximum attainable speed, acceleration, steering."
    },
    {
     "kind": "image",
     "src": "/scum/codex/AttributesAndSkills/DEX_Driving.webp"
    },
    {
     "kind": "title",
     "text": "Motorcycling Skill"
    },
    {
     "kind": "text",
     "html": "Motorcycling is a skill that enables you to drive ground vehicles with two or three wheels.\nIs raised by: driving for an extended amount of time.\nIt influences: vehicle stalling frequency, maximum attainable speed, acceleration, steering."
    },
    {
     "kind": "image",
     "src": "/scum/codex/AttributesAndSkills/DEX_Motorcycling.webp"
    },
    {
     "kind": "title",
     "text": "Aviation Skill"
    },
    {
     "kind": "text",
     "html": "Aviation determines how safely and effectively you operate aircraft.\nIncrease it by piloting aircraft.\nIt improves aircraft handling, stability, responsiveness, and control in demanding conditions."
    },
    {
     "kind": "image",
     "src": "/scum/codex/AttributesAndSkills/DEX_Aviation.webp"
    }
   ]
  },
  {
   "key": "AttributesAndSkills_04_IntelligenceSkills",
   "category": "AttributesAndSkills",
   "categoryName": "Attributes and skills",
   "title": "Intelligence",
   "description": "Knowledge and problem-solving",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Intelligence is the capability of perception and successfully performing tasks.\nIs raised by: upgrading BCU with BCU Memory Modules.\nIs temporarily increased by: consuming Intelligence Enhancement Ampules\nIs lowered by: committing suicide.\nIs temporarily lowered by: smoking weed AND eating hallucinogenic mushrooms.\nIt influences: global experience gain for skills of all attributes, squad size limit (if you are the leader).\nRanges from 1 to 5, but can be temporarily buffed to 8."
      },
      {
       "kind": "image",
       "src": "/scum/codex/AttributesAndSkills/INT_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Awareness Skill"
    },
    {
     "kind": "text",
     "html": "Awareness is a skill that enables you to notice or be aware of clues, items, camouflaged enemies and other things.\nIs raised by: exploring The Island."
    },
    {
     "kind": "image",
     "src": "/scum/codex/AttributesAndSkills/INT_Awareness.webp"
    },
    {
     "kind": "title",
     "text": "Camouflage Skill"
    },
    {
     "kind": "text",
     "html": "Camouflage is the skill of self-disguise and making yourself invisible to others.\nIs raised by: hiding in foliage.\nIt influences: visibility to other players and NPCs."
    },
    {
     "kind": "image",
     "src": "/scum/codex/AttributesAndSkills/INT_Camo.webp"
    },
    {
     "kind": "title",
     "text": "Cooking Skill"
    },
    {
     "kind": "text",
     "html": "Cooking is a skill that enables you to create delicious and nutritious meals.\nIs raised by: Cooking meals.\nIt influences: Meal cooking times."
    },
    {
     "kind": "image",
     "src": "/scum/codex/AttributesAndSkills/INT_Cooking.webp"
    },
    {
     "kind": "title",
     "text": "Medical Skill"
    },
    {
     "kind": "text",
     "html": "Medical skill indicates how proficient you are at treating injuries. \nIs raised by: treating conditions and injuries.\nIt influences: stabilization time, number of required items for successful treatment, chance to successfully upgrade BCU chip."
    },
    {
     "kind": "image",
     "src": "/scum/codex/AttributesAndSkills/INT_Medical.webp"
    },
    {
     "kind": "title",
     "text": "Sniping Skill"
    },
    {
     "kind": "text",
     "html": "Sniping is a skill that indicates how well you aim through scopes and how knowledgeable you are about wind speeds and determining range.\nIs raised by: shooting from weapons that have scopes attached to them.\nIt influences: range check speed, ability to hold breath."
    },
    {
     "kind": "image",
     "src": "/scum/codex/AttributesAndSkills/INT_Sniping.webp"
    },
    {
     "kind": "title",
     "text": "Survival Skill"
    },
    {
     "kind": "text",
     "html": "Survival is a skill that indicates how well you are able to survive in the wild.\nIs raised by: crafting related items.\nIt influences: number of materials needed for crafting items, compass complexity and unlocks crafting recipes."
    },
    {
     "kind": "image",
     "src": "/scum/codex/AttributesAndSkills/INT_Survival.webp"
    },
    {
     "kind": "title",
     "text": "Engineering Skill"
    },
    {
     "kind": "text",
     "html": "Engineering is a skill that enables you to build various constructions and craft various items.\nIs raised by: crafting and upgrading base building elements, repairing base building elements and other items and fixing vehicle tires.\nIt influences: number of materials needed for base building elements, repairing quality, charging and fueling speed."
    },
    {
     "kind": "image",
     "src": "/scum/codex/AttributesAndSkills/INT_Engineering.webp"
    },
    {
     "kind": "title",
     "text": "Farming Skill"
    },
    {
     "kind": "text",
     "html": "Farming is a skill that defines how good someone is at growing plants.\nIs raised by: crafting a garden, planting, fertilizing, watering, weeding, and taking care of pests.\nIt influences: amount of harvestable produce, speed of each farming interaction like planting, weeding or watering."
    },
    {
     "kind": "image",
     "src": "/scum/codex/AttributesAndSkills/INT_Farming.webp"
    }
   ]
  },
  {
   "key": "Crafting_01_CraftingItems",
   "category": "Crafting",
   "categoryName": "Crafting and repairing",
   "title": "Crafting Items",
   "description": "Crafting tools, weapons, equipment, and other items",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Craft improvised tools, weapons, equipment, and explosives from collected components."
      },
      {
       "kind": "image",
       "src": "/scum/codex/CraftingAndRepairing/CraftingItems_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "How to Craft"
    },
    {
     "kind": "text",
     "html": "Craftable items in <em>Crafting</em> use three backgrounds to show component availability:"
    },
    {
     "kind": "row",
     "elements": [
      {
       "kind": "image",
       "src": "/scum/codex/CraftingAndRepairing/HowToCraft_NoComponents.webp"
      },
      {
       "kind": "text",
       "html": "Red stripes: all required components are missing."
      }
     ]
    },
    {
     "kind": "row",
     "elements": [
      {
       "kind": "image",
       "src": "/scum/codex/CraftingAndRepairing/HowToCraft_PartialComponents.webp"
      },
      {
       "kind": "text",
       "html": "Yellow stripes: some required components are missing."
      }
     ]
    },
    {
     "kind": "row",
     "elements": [
      {
       "kind": "image",
       "src": "/scum/codex/CraftingAndRepairing/HowToCraft_AllComponents.webp"
      },
      {
       "kind": "text",
       "html": "No stripes: all required components are available."
      }
     ]
    },
    {
     "kind": "text",
     "html": "Select an item with no striped background, then select <b>NEXT</b>. The recipe screen shows the required components, their quantities, and the available items that can fulfil each requirement. Available components are selected automatically; adjust the selection if you want to use different items."
    },
    {
     "kind": "text",
     "html": "When the required components are selected, choose <b>CRAFT</b>. Press <em>[Craft Last Crafted Item]</em> to repeat the recipe outside <em>Crafting</em>. Choose <b>AUTO-CRAFT</b> to craft the maximum available quantity."
    }
   ]
  },
  {
   "key": "Crafting_02_Blueprints",
   "category": "Crafting",
   "categoryName": "Crafting and repairing",
   "title": "Blueprints",
   "description": "Placing and completing buildable structures",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "A blueprint reserves a location for a buildable item or structure. Add its required components to complete it. Most completed structures cannot be moved."
      },
      {
       "kind": "image",
       "src": "/scum/codex/CraftingAndRepairing/Blueprints_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Placing a Blueprint"
    },
    {
     "kind": "text",
     "html": "Select a building blueprint in <em>Crafting</em>. Use <b>DETAILS</b> to view its description and required components, or select <b>PLACE</b> to begin placement. Position the blueprint and press <em>[Interact]</em> to confirm."
    },
    {
     "kind": "text",
     "html": "The placement preview uses three colours:"
    },
    {
     "kind": "row",
     "elements": [
      {
       "kind": "image",
       "src": "/scum/codex/CraftingAndRepairing/Blueprints_Red.webp"
      },
      {
       "kind": "text",
       "html": "Red: the blueprint cannot be placed at that location. Attempt placement to view the reason."
      }
     ]
    },
    {
     "kind": "row",
     "elements": [
      {
       "kind": "image",
       "src": "/scum/codex/CraftingAndRepairing/Blueprints_Green.webp"
      },
      {
       "kind": "text",
       "html": "Green: the blueprint can be placed inside a friendly Flag area."
      }
     ]
    },
    {
     "kind": "row",
     "elements": [
      {
       "kind": "image",
       "src": "/scum/codex/CraftingAndRepairing/Blueprints_Blue.webp"
      },
      {
       "kind": "text",
       "html": "Blue: the blueprint can be placed outside a friendly Flag area."
      }
     ]
    },
    {
     "kind": "text",
     "html": "To destroy a placed blueprint, hold <em>[Interact]</em> and choose the <em>\"Destroy\"</em> interaction."
    },
    {
     "kind": "title",
     "text": "Completing a Blueprint"
    },
    {
     "kind": "text",
     "html": "Hover over a placed blueprint to view its required components."
    },
    {
     "kind": "text",
     "html": "Press <em>[Interact]</em> to add components from the <em>Vicinity</em> or <em>Inventory</em> one at a time."
    },
    {
     "kind": "text",
     "html": "To fill all available components at once, press <em>[Interact With Modifier]</em>."
    }
   ]
  },
  {
   "key": "BaseBuilding_01_Flags",
   "category": "BaseBuilding",
   "categoryName": "Base building",
   "title": "Flags",
   "description": "Claiming land for a player-built base",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "A <em>Flag</em> claims the area where you and your Squad can place and own Base Building elements."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Basebuilding/Flags_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Placing a Flag"
    },
    {
     "kind": "text",
     "html": "Place and complete a Flag blueprint to establish your building area.\n\nPress <em>[Interact]</em> on the completed Flag to view the range within which you may build.\n\n<b>WARNING:</b> By default, each player can place only one Flag. A Flag cannot be moved after placement."
    },
    {
     "kind": "title",
     "text": "Base Element Limit"
    },
    {
     "kind": "text",
     "html": "Each Flag area has a base-element limit. Buy <em>Expansion Kits</em> from General Goods traders to increase it.\n\nSome elements have separate per-Flag limits. Only one <em>Well</em> and one <em>Garden</em> can be placed in a Flag area."
    }
   ]
  },
  {
   "key": "BaseBuilding_02_ModularAndNonModularElements",
   "category": "BaseBuilding",
   "categoryName": "Base building",
   "title": "Modular and General Base Building Elements",
   "description": "Building with modular and freely placed base elements",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "<em>General Base Elements</em> can be placed freely within a Flag area. <em>Modular Base Elements</em> snap to Foundations and other modular structures."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Basebuilding/Elements_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Modular Base Elements"
    },
    {
     "kind": "text",
     "html": "Modular Base Elements snap to existing modular structures. Start with <em>Foundations</em>, then attach <em>Walls</em>, <em>Door Frames</em>, <em>Stairs</em>, and other elements."
    },
    {
     "kind": "title",
     "text": "General Base Elements"
    },
    {
     "kind": "text",
     "html": "General Base Elements can be placed freely within a Flag's range and do not need to snap to foundations.\n\nWooden Walls can be resized and can snap to other Wooden Walls. Press <em>[Interact]</em> to set the starting point, move the mouse to set the wall length, then press <em>[Interact]</em> again to confirm the endpoint."
    }
   ]
  },
  {
   "key": "BaseBuilding_03_UpgradingElements",
   "category": "BaseBuilding",
   "categoryName": "Base building",
   "title": "Upgrading Base Elements",
   "description": "Increasing the durability of Base Building elements",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Upgrade Base Building elements to increase their durability against damage and demolition."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Basebuilding/Upgrading_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Upgrading an Element"
    },
    {
     "kind": "text",
     "html": "Modular Base Elements begin as Twig and can be upgraded through <em>Wood</em>, <em>Metal</em>, <em>Brick</em>, and <em>Cement</em>. Modular Doors can be upgraded to <em>Reinforced</em>. Some General Base Elements can be upgraded from Wood to Metal.\n\nEach tier has more durability than the previous tier. Hold <em>[Interact]</em> on an element and choose <em>\"Upgrade\"</em>. A higher <em>Engineering Skill</em> reduces the materials required to build and upgrade elements."
    }
   ]
  },
  {
   "key": "BaseBuilding_04_TrapsBombs",
   "category": "BaseBuilding",
   "categoryName": "Base building",
   "title": "Traps/Bombs",
   "description": "Defending an area with traps and explosives",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Traps and bombs can kill, incapacitate, or reveal intruders near your base."
      }
     ]
    },
    {
     "kind": "title",
     "text": "Lethal vs Non-Lethal"
    },
    {
     "kind": "text",
     "html": "Non-lethal traps incapacitate targets or reveal intruders: <em>Cartridge Trap</em>, <em>Fireworks Trap</em>, <em>Flare Trap</em>, and <em>Silent Trap</em>.\n\nLethal traps and explosives include <em>Mines</em>, <em>PROM Trap</em>, <em>Pressure Cooker Bomb</em>, <em>Pipe Bomb</em>, <em>Claymores</em>, <em>Stake Pit Trap</em>, and <em>Barbed Spike Trap</em>."
    },
    {
     "kind": "title",
     "text": "Traps, Bombs, and Flags"
    },
    {
     "kind": "text",
     "html": "All traps and bombs except the <em>Barbed Spike Trap</em> can be placed outside a Flag's range. Outside the range, anyone—including the person who armed it—can trigger it. Inside a Flag's range, the owner and their squadmates do not trigger it."
    }
   ]
  },
  {
   "key": "BaseBuilding_05_Turrets",
   "category": "BaseBuilding",
   "categoryName": "Base building",
   "title": "Turrets",
   "description": "Automated defenses for a claimed base",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Turrets automatically attack <em>Puppets</em>, <em>vehicles</em>, <em>Sentries</em>, and other prisoners. They can damage their owner and other Turrets, so position them carefully.\n\nTurrets can be placed only inside a Flag's range, with a default limit of <em>three</em>. Drag supported ammunition onto the Turret in the <em>Vicinity</em>, or use <em>\"Fill Ammo\"</em> from its context menu."
      }
     ]
    },
    {
     "kind": "title",
     "text": "Turret Types"
    },
    {
     "kind": "text",
     "html": "Five Turret types are available: <em>Basic</em>, <em>.50 Cal</em>, <em>Minigun</em>, <em>Flamethrower</em>, and <em>Rocket</em>.\n\nTo view a Turret's aiming and detection angles, hold <em>[Interact]</em> and select <em>\"Show Range\"</em>."
    },
    {
     "kind": "text",
     "html": "• Basic",
     "items": [
      "Basic"
     ]
    },
    {
     "kind": "text",
     "html": "Range: 25 m\nRate of fire: 25 rounds per minute\nElectricity consumption: 150 W\nAmmo capacity: 100\nAmmo types: 12 Gauge, .30-06, .308, .338, 5.45x39mm, 5.56x45mm, 7.62x39mm, 7.62x54mm, 7.92x57mm, and 9x39mm"
    },
    {
     "kind": "text",
     "html": "• .50 Cal",
     "items": [
      ".50 Cal"
     ]
    },
    {
     "kind": "text",
     "html": "Range: 50 m\nRate of fire: 50 rounds per minute\nElectricity consumption: 200 W\nAmmo capacity: 250\nAmmo type: .50 BMG"
    },
    {
     "kind": "text",
     "html": "• Minigun",
     "items": [
      "Minigun"
     ]
    },
    {
     "kind": "text",
     "html": "Range: 50 m\nRate of fire: 1,200 rounds per minute\nElectricity consumption: 200 W\nAmmo capacity: 500\nAmmo types: 7.62x54mmR and 7.62x39mm"
    },
    {
     "kind": "text",
     "html": "• Flamethrower",
     "items": [
      "Flamethrower"
     ]
    },
    {
     "kind": "text",
     "html": "Range: 20 m\nRate of fire: Flame bursts\nElectricity consumption: 150 W\nAmmo capacity: 30 seconds of flame per full canister\nAmmo type: Gasoline"
    },
    {
     "kind": "text",
     "html": "• Rocket",
     "items": [
      "Rocket"
     ]
    },
    {
     "kind": "text",
     "html": "Range: 100 m\nRate of fire: 20 rockets per minute\nElectricity consumption: 200 W\nAmmo capacity: 20\nAmmo type: Any RPG rocket"
    },
    {
     "kind": "title",
     "text": "Activating a Turret"
    },
    {
     "kind": "text",
     "html": "Load the Turret with its supported ammunition and provide enough generator power. Hold <em>[Interact]</em> on it and select <em>\"Turn On\"</em>."
    }
   ]
  },
  {
   "key": "BaseBuilding_06_Farming",
   "category": "BaseBuilding",
   "categoryName": "Base building",
   "title": "Farming",
   "description": "Growing and maintaining crops",
   "elements": [
    {
     "kind": "text",
     "html": "Grow fruit, vegetables, and other crops in a <em>Garden Plot</em> for a renewable supply of harvested resources."
    },
    {
     "kind": "title",
     "text": "Planting and Cultivating"
    },
    {
     "kind": "text",
     "html": "A garden needs a <em>Garden Plot</em>, <em>Seeds</em>, <em>sunlight</em>, and <em>water</em>. Find Seeds in barns and houses, extract them from fruit and vegetables, or buy them from a trader.\n\nHold a Seed, target a garden tile, and press <em>[Interact]</em> to plant it. Water crops regularly with a <em>Watering Can</em>, another water container, or by urinating on the plant. Use <em>Fertilizer</em> to increase growth speed and crop yield.\n\nHold <em>[Focus]</em> while looking at a planted tile to view its status in <em>Focus Mode</em>."
    },
    {
     "kind": "title",
     "text": "Plant Stages"
    },
    {
     "kind": "text",
     "html": "Plants pass through several growth stages before they can be harvested:"
    },
    {
     "kind": "text",
     "html": "• Seeding\n• Vegetating\n• Flowering\n• Ripe",
     "items": [
      "Seeding",
      "Vegetating",
      "Flowering",
      "Ripe"
     ]
    },
    {
     "kind": "text",
     "html": "Plants need enough sunlight and water to advance to the next stage."
    },
    {
     "kind": "title",
     "text": "Weeds, Pests, and Diseases"
    },
    {
     "kind": "text",
     "html": "Weeds spread between garden tiles and stop affected plants from growing. Remove them by hand, with a <em>Hoe</em>, or with <em>Weed Repellent</em>; repellent prevents regrowth temporarily.\n\n<em>Pests</em> and <em>Diseases</em> reduce growth speed by <em>50%</em>. Treat them with <em>Pesticide</em> or <em>Fungicide</em> before the plant withers after 10 days."
    }
   ]
  },
  {
   "key": "Economy_01_CashGold",
   "category": "Economy",
   "categoryName": "Economy",
   "title": "Cash and Gold",
   "description": "Earning, storing, and spending Cash and Gold",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Trade loot for <em>Cash</em>, deposit funds with a Credit Card, and buy <b>Gold</b> for Shelter respawns."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Economy/CashGold_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Cash"
    },
    {
     "kind": "text",
     "html": "Use <em>Cash</em> to buy items and services and to pay for most respawn options. Loot Cash or earn it by selling items to traders. Carry it as banknotes or deposit it into your account through a Credit Card.\n\nYour account can fall below zero. If it reaches <b>-$2,500</b>, dying causes <b>permadeath</b>."
    },
    {
     "kind": "image",
     "src": "/scum/codex/Economy/CashGold_Cash.webp"
    },
    {
     "kind": "title",
     "text": "Gold"
    },
    {
     "kind": "text",
     "html": "Use <b>Gold</b> to respawn at your Shelter. Buy Gold at an Outpost Bank with a <b>Gold Credit Card</b>; the price changes with the Outpost's available Gold. Gold remains in your account after partial server wipes."
    },
    {
     "kind": "image",
     "src": "/scum/codex/Economy/CashGold_Gold.webp"
    },
    {
     "kind": "title",
     "text": "Credit Cards and ATMs"
    },
    {
     "kind": "text",
     "html": "The three Credit Card tiers are <em>Standard</em>, <em>Classic</em>, and <em>Gold</em>. Every new prisoner receives a Standard Credit Card."
    },
    {
     "kind": "row",
     "elements": [
      {
       "kind": "image",
       "src": "/scum/codex/Economy/CashGold_StarterCard.webp"
      },
      {
       "kind": "image",
       "src": "/scum/codex/Economy/CashGold_ClassicCard.webp"
      },
      {
       "kind": "image",
       "src": "/scum/codex/Economy/CashGold_GoldCard.webp"
      }
     ]
    },
    {
     "kind": "text",
     "html": "Deposit and withdraw Cash at Outpost Banks and ATMs. Each ATM has a transaction limit that replenishes over time."
    },
    {
     "kind": "text",
     "html": "Buy upgraded Credit Cards at an Outpost Bank. Card tiers differ in cost, PIN protection, transaction limits, renewal count, and Gold access:"
    },
    {
     "kind": "text",
     "html": "• Standard Credit Card\n• Cannot be renewed if lost.\n• Deposit and withdrawal limit: <em>$500</em>.\n• No PIN protection.\n• Classic Credit Card\n• Costs <em>$100</em>.\n• Can be renewed <em>once</em> if lost.\n• Deposit and withdrawal limit: <em>$1,000</em>.\n• Protected by a <em>one-digit PIN</em>.\n• Gold Credit Card\n• Costs <em>$5,000</em>.\n• Can be renewed <em>five times</em> if lost.\n• Deposit and withdrawal limit: <em>$5,000</em>.\n• Protected by a <em>two-digit PIN</em>.\n• Can purchase <b>Gold</b>.",
     "items": [
      "Standard Credit Card",
      "Cannot be renewed if lost.",
      "Deposit and withdrawal limit: <em>$500</em>.",
      "No PIN protection.",
      "Classic Credit Card",
      "Costs <em>$100</em>.",
      "Can be renewed <em>once</em> if lost.",
      "Deposit and withdrawal limit: <em>$1,000</em>.",
      "Protected by a <em>one-digit PIN</em>.",
      "Gold Credit Card",
      "Costs <em>$5,000</em>.",
      "Can be renewed <em>five times</em> if lost.",
      "Deposit and withdrawal limit: <em>$5,000</em>.",
      "Protected by a <em>two-digit PIN</em>.",
      "Can purchase <b>Gold</b>."
     ]
    },
    {
     "kind": "image",
     "src": "/scum/codex/Economy/CashGold_ATM.webp"
    }
   ]
  },
  {
   "key": "Economy_02_Outposts",
   "category": "Economy",
   "categoryName": "Economy",
   "title": "Outposts",
   "description": "Trading, banking, vehicle services, and character services",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Four <b>Outposts</b> are located across The Island. They provide protected trading areas with shops, banking, vehicle services, and social spaces."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Economy/Outposts_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Outpost Shops"
    },
    {
     "kind": "text",
     "html": "Each Outpost contains these shops and services:"
    },
    {
     "kind": "text",
     "html": "• General Goods\n• Mechanic\n• Armory\n• Saloon\n• Medic\n• Hair Salon\n• Bank",
     "items": [
      "General Goods",
      "Mechanic",
      "Armory",
      "Saloon",
      "Medic",
      "Hair Salon",
      "Bank"
     ]
    },
    {
     "kind": "image",
     "src": "/scum/codex/Economy/Outposts_Directions.webp"
    },
    {
     "kind": "text",
     "html": "Buy and sell items, repair or modify vehicles, use banking services, and change your character's appearance. By default, prisoners cannot damage each other inside Outposts.\n\n<b>WARNING:</b> A vehicle left inside an Outpost for more than two hours is destroyed when the server restarts."
    },
    {
     "kind": "text",
     "html": "<b>WARNING:</b> A Chest left inside an Outpost for more than two hours is destroyed when the server restarts."
    },
    {
     "kind": "title",
     "text": "Item Prices"
    },
    {
     "kind": "text",
     "html": "Item prices fluctuate and are affected by the number of players online. Traders sell a limited selection but buy almost every item."
    },
    {
     "kind": "title",
     "text": "Outpost Economy Status"
    },
    {
     "kind": "text",
     "html": "Each Outpost has an <em>Outpost Economy Status (OES)</em>. Trading raises it; inactivity lowers it over time."
    },
    {
     "kind": "text",
     "html": "Traders use limited funds to buy your items. If a trader cannot afford the full price, they pay only their remaining balance. Higher-OES Outposts replenish trader funds faster."
    }
   ]
  },
  {
   "key": "Minigames_01_Hunting",
   "category": "Minigames",
   "categoryName": "Minigames",
   "title": "Hunting",
   "description": "Finding, tracking, and hunting wildlife across the Island",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Different types of wildlife can be found across the Island, with different animals appearing in different environments. Most animals will flee when they detect you, but some may attack."
      }
     ]
    },
    {
     "kind": "title",
     "text": "Tracking and Hunting Wildlife"
    },
    {
     "kind": "text",
     "html": "Listen for nearby animals and watch for <em>Tracks</em> as you move through the Island. Animals leave Tracks behind as they travel, allowing you to follow their path and locate them."
    },
    {
     "kind": "text",
     "html": "Your <em>Awareness</em> affects how visible animal Tracks are. Hold <em>[Focus]</em> to enter <em>Focus Mode</em> and make Tracks easier to spot while searching for wildlife. You can also use a <em>Bait Feeder</em> with suitable food to attract animals to an area."
    },
    {
     "kind": "text",
     "html": "How you kill an animal affects the condition of the loot you obtain from it. Damage to different body parts can reduce the condition of related loot, so choose your weapon and aim carefully when preserving valuable materials. After the kill, <em>Skin</em> and <em>Chop</em> the carcass to obtain meat and other resources."
    }
   ]
  },
  {
   "key": "Minigames_02_Fishing",
   "category": "Minigames",
   "categoryName": "Minigames",
   "title": "Fishing",
   "description": "Assembling fishing gear, casting, and landing fish",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Freshwater and saltwater contain different fish species. Location, time, and bait determine which fish you can catch."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Minigames/Fishing_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Assembling Fishing Gear"
    },
    {
     "kind": "text",
     "html": "Equip a <em>Fishing Rod</em> with the following attachments:"
    },
    {
     "kind": "text",
     "html": "• Reel\n• Fishing Line\n• Hook\n• Floater\n• Bait",
     "items": [
      "Reel",
      "Fishing Line",
      "Hook",
      "Floater",
      "Bait"
     ]
    },
    {
     "kind": "title",
     "text": "Casting the Line"
    },
    {
     "kind": "text",
     "html": "Stand near water with a Fishing Rod equipped. Press <em>[Cast Bait]</em> to begin fishing, then hold <em>[Cast Bait]</em> to set the casting distance."
    },
    {
     "kind": "text",
     "html": "Use <em>[Reeling In]</em> to reel in and <em>[Reeling Out]</em> to let out line."
    },
    {
     "kind": "title",
     "text": "Reeling in a Fish"
    },
    {
     "kind": "text",
     "html": "When the <em>Bobber</em> sinks, press <em>[Pull Rod]</em> to hook the fish and begin reeling."
    },
    {
     "kind": "text",
     "html": "Line tension rises while the fish struggles. If the meter fills, the line breaks. Reel in when the fish tires and let out line when tension becomes too high."
    },
    {
     "kind": "text",
     "html": "After landing the fish, press <em>[Keep Fish]</em> to keep it or <em>[Release Fish]</em> to release it."
    }
   ]
  },
  {
   "key": "Minigames_03_Lockpicking",
   "category": "Minigames",
   "categoryName": "Minigames",
   "title": "Lockpicking",
   "description": "Opening locks with picks, screwdrivers, and precise control",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Locks secure doors and containers. <em>Rusty Locks</em> commonly protect police-station and Bunker Armoury loot. <em>Iron</em>, <em>Silver</em>, and <em>Gold Locks</em> protect higher-value areas such as Killboxes and Abandoned Bunkers, and can also be used on player-owned storage and doors."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Minigames/Lockpicking_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Lockpicking Resources"
    },
    {
     "kind": "text",
     "html": "Lockpicking consumes <em>Fame Points</em> and requires a <em>Screwdriver</em> and <em>Lockpick</em>. At zero Fame Points, you cannot make another attempt.\n\nThe three tools are <em>Improvised Lockpick</em>, <em>Lockpick</em>, and <em>Advanced Lockpick</em>; higher tiers are more durable. Screwdrivers come in two sizes with different uses."
    },
    {
     "kind": "title",
     "text": "Lockpicking Process"
    },
    {
     "kind": "text",
     "html": "Move the mouse to set the Lockpick angle, then press <em>[Lockpicking Minigame_Push Tool]</em> to turn the lock. If the lock stops, release the tool and adjust the angle. Forcing a stuck lock breaks the Lockpick. The Lock is picked once it can be turned through 90 degrees."
    },
    {
     "kind": "image",
     "src": "/scum/codex/Minigames/Lockpicking_ProcessOfLockpicking.webp"
    },
    {
     "kind": "title",
     "text": "Lock Protections"
    },
    {
     "kind": "text",
     "html": "Lock Protections shock you after each failed attempt. <em>Insulating Gloves</em> reduce or prevent the damage but make Lockpicking more difficult."
    },
    {
     "kind": "image",
     "src": "/scum/codex/Minigames/Lockpicking_LockProtection.webp"
    },
    {
     "kind": "title",
     "text": "Special Locks"
    },
    {
     "kind": "text",
     "html": "Two special locks are available: the <em>Dial Lock</em> and <em>BCU Lock</em>."
    },
    {
     "kind": "text",
     "html": "Set a Dial Lock's three-digit combination with <em>[Dial Lock Minigame_Turn Wheel Up]</em> and <em>[Dial Lock Minigame_Turn Wheel Down]</em>, then confirm with <em>[Dial Lock Minigame_Set Combination]</em>. Other players spend Fame Points on each attempt to guess the combination."
    },
    {
     "kind": "text",
     "html": "A <em>BCU Lock</em> uses a battery and links to every Squad member's <em>BCU Chip</em>. A player needs one of those Chips in their Inventory to open the door. Hold <em>[Interact]</em> on the door and select <em>\"Remove\"</em> to unlock it with a valid Chip."
    },
    {
     "kind": "text",
     "html": "<b>WARNING:</b> Opening a BCU Lock does not bypass other Locks on the door. Each Squad can place only one BCU Lock."
    },
    {
     "kind": "row",
     "elements": [
      {
       "kind": "image",
       "src": "/scum/codex/Minigames/Lockpicking_DialLock.webp"
      },
      {
       "kind": "image",
       "src": "/scum/codex/Minigames/Lockpicking_BCULock.webp"
      }
     ]
    }
   ]
  },
  {
   "key": "Minigames_04_Defusing",
   "category": "Minigames",
   "categoryName": "Minigames",
   "title": "Defusing",
   "description": "Arming traps and cutting the correct wires to disarm threats",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Traps and explosives can be hidden in the open or buried. Suicide Puppets and Killbox doors also use wire-cutting challenges. Disarm them to remove the threat without triggering it."
      },
      {
       "kind": "image",
       "src": "/scum/codex/AttributesAndSkills/DEX_Demolition.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Arming an Explosive"
    },
    {
     "kind": "text",
     "html": "Most traps and explosives must be armed after placement. Rearm a triggered <em>Stake Pit Trap</em> with a <em>Car Battery</em>. A <em>Barbed Spike Trap</em> is active as soon as it is completed."
    },
    {
     "kind": "text",
     "html": "<em>Claymores</em> and <em>Pressure Cooker Bombs</em> require a <em>Laser Detonator</em> or <em>Motion Sensor Detonator</em>. Lasers trigger when crossed; motion sensors trigger when they detect nearby movement."
    },
    {
     "kind": "text",
     "html": "<b>WARNING:</b> Burying a trap or explosive arms it automatically.\n\nArm it inside your Flag's range to register ownership. Outside the range, anyone—including you—can trigger it."
    },
    {
     "kind": "text",
     "html": "Hold <em>[Focus]</em> to enter <em>Focus Mode</em> and reveal owned traps."
    },
    {
     "kind": "title",
     "text": "Disarming an Explosive"
    },
    {
     "kind": "text",
     "html": "Equip <em>Wire Cutters</em>, hold <em>[Interact]</em> on the trap or explosive, and choose <em>\"Disarm Trap\"</em>."
    },
    {
     "kind": "text",
     "html": "Match the green light on the right with its wire on the left, then cut that wire with <em>[Wire Cutters Cut]</em>. Cutting a wire connected to a red light or running out of time detonates the explosive."
    }
   ]
  },
  {
   "key": "Minigames_05_Cooking",
   "category": "Minigames",
   "categoryName": "Minigames",
   "title": "Cooking",
   "description": "Preparing meals with recipes, ingredients, cookware, and appliances",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Use cookware and a compatible heat source to turn scavenged or hunted ingredients into meals."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Minigames/Cooking_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Cooking with Heat or Electricity"
    },
    {
     "kind": "text",
     "html": "Cook over a <em>Fireplace</em> or <em>Fire Ring</em> fitted with a <em>Grill Grid</em>, or use an <em>Oven</em> or <em>Stove</em>. Residential buildings often contain appliances; portable Gas and Electric Stoves can be used elsewhere."
    },
    {
     "kind": "text",
     "html": "Connect a <em>Gas Tank</em> to a Stove or Portable Gas Stove. Power an Oven or Portable Electric Stove with a generator."
    },
    {
     "kind": "row",
     "elements": [
      {
       "kind": "image",
       "src": "/scum/codex/Minigames/Cooking_ElectricStove.webp"
      },
      {
       "kind": "image",
       "src": "/scum/codex/Minigames/Cooking_GasStove.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Cooking a Meal"
    },
    {
     "kind": "text",
     "html": "Basic recipes are available immediately. Loot <em>Cookbooks</em> to unlock additional food and drink recipes.\n\nAfter collecting the required ingredients and cookware, approach a compatible appliance:"
    },
    {
     "kind": "text",
     "html": "• Use <em>[Interact]</em> on the required appliance.\n• Select an available cooking slot on the appliance.\n• Select a recipe that matches your available appliance, cookware, and ingredients.\n• Drag the required ingredients from the <em>Inventory</em> or <em>Vicinity</em> into their recipe slots.\n• Start cooking after assigning the recipe, slot, ingredients, and cookware.",
     "items": [
      "Use <em>[Interact]</em> on the required appliance.",
      "Select an available cooking slot on the appliance.",
      "Select a recipe that matches your available appliance, cookware, and ingredients.",
      "Drag the required ingredients from the <em>Inventory</em> or <em>Vicinity</em> into their recipe slots.",
      "Start cooking after assigning the recipe, slot, ingredients, and cookware."
     ]
    },
    {
     "kind": "text",
     "html": "Finish cooking as the timer approaches zero and the quality bar reaches the right side. Optional ingredients increase meal quality."
    },
    {
     "kind": "image",
     "src": "/scum/codex/Minigames/Cooking_CookingAMeal.webp"
    }
   ]
  },
  {
   "key": "Squads_01_Squads",
   "category": "Squads",
   "categoryName": "Squads",
   "title": "Squads",
   "description": "Creating, managing, and leaving a Squad",
   "elements": [
    {
     "kind": "row",
     "elements": [
      {
       "kind": "text",
       "html": "Squad members can share a Flag area, build together, assign ranks, and control access to locked Base Building elements."
      },
      {
       "kind": "image",
       "src": "/scum/codex/Squads/Squads_Intro.webp"
      }
     ]
    },
    {
     "kind": "title",
     "text": "Creating a Squad"
    },
    {
     "kind": "text",
     "html": "Select <em>\"Create Squad\"</em> in the <em>Squad Tab</em>. The Squad Leader's <em>Intelligence Attribute</em> determines the maximum Squad size, with two members allowed per Attribute level by default.\n\nThe Squad Leader can customize the following:"
    },
    {
     "kind": "text",
     "html": "• Squad Name\n• Squad Description\n• Squad Logo",
     "items": [
      "Squad Name",
      "Squad Description",
      "Squad Logo"
     ]
    },
    {
     "kind": "text",
     "html": "The Squad Leader can promote or demote members through these ranks: <em>Member</em>, <em>Enforcer</em>, <em>Underboss</em>, and <em>Boss</em>.\n\nTo invite a player, hold <em>[Interact]</em> on them and select <em>\"Invite to Squad\"</em>.\n\nThe Squad Tab also shows other Squads on the server and their Fame Points."
    },
    {
     "kind": "title",
     "text": "Squads and Base Building"
    },
    {
     "kind": "text",
     "html": "Squad members can build within the same Flag area. The Squad Leader owns the completed Base Building elements."
    },
    {
     "kind": "text",
     "html": "Locked Chests can restrict access by Squad rank or be set to <em>Private</em>, allowing only the player who placed the Lock to open them. Locked Doors can also restrict access by rank, but only the Squad Leader can change their permissions."
    },
    {
     "kind": "title",
     "text": "Leaving a Squad"
    },
    {
     "kind": "text",
     "html": "Leaving or being removed from a Squad starts a cooldown based on Squad size. By default, the penalty applies to Squads with at least <em>three members</em>."
    },
    {
     "kind": "text",
     "html": "• During the cooldown, you cannot create a Squad. Joining another Squad activates <em>Probation</em>; until the cooldown ends, you cannot open that Squad's locked doors or containers within its Flag range.\n• A member on Probation does not increase the Squad's Base Building element limit.\n• A member on Probation does not trigger Squad-owned Mines inside the Flag range.\n• Leaving the new Squad does not end or reset the cooldown.",
     "items": [
      "During the cooldown, you cannot create a Squad. Joining another Squad activates <em>Probation</em>; until the cooldown ends, you cannot open that Squad's locked doors or containers within its Flag range.",
      "A member on Probation does not increase the Squad's Base Building element limit.",
      "A member on Probation does not trigger Squad-owned Mines inside the Flag range.",
      "Leaving the new Squad does not end or reset the cooldown."
     ]
    }
   ]
  },
  {
   "key": "Quests_01_Quests",
   "category": "Quests",
   "categoryName": "Quests",
   "title": "Quests",
   "description": "Completing objectives for rewards and trader progression",
   "elements": [
    {
     "kind": "text",
     "html": "Traders offer Quests that award Money, Fame Points, items, discounts, and Base Building elements. Complete lower-Tier Quests to earn access to harder, more rewarding work."
    },
    {
     "kind": "title",
     "text": "Accepting a Quest"
    },
    {
     "kind": "text",
     "html": "Accept Quests in three ways:"
    },
    {
     "kind": "text",
     "html": "• Use a <em>Noticeboard</em> found in a town.\n• Use a working <em>Mobile Phone</em> with a charged battery.\n• Use the <em>Quest Book</em> at an Outpost trader.",
     "items": [
      "Use a <em>Noticeboard</em> found in a town.",
      "Use a working <em>Mobile Phone</em> with a charged battery.",
      "Use the <em>Quest Book</em> at an Outpost trader."
     ]
    },
    {
     "kind": "title",
     "text": "Quest Progression"
    },
    {
     "kind": "text",
     "html": "Each Quest belongs to a numbered <em>Tier</em>. Higher Tiers usually have harder objectives and better rewards. Complete three Quests in a Tier to unlock the next Tier.\n\nYou can have one active Quest per trader and complete up to three Quests per trader during each 24-hour Quest cycle."
    },
    {
     "kind": "title",
     "text": "Quest Types"
    },
    {
     "kind": "text",
     "html": "Quests use three objective types:"
    },
    {
     "kind": "text",
     "html": "• Fetch: find the requested item and deliver it.\n• Kill: find and eliminate the specified targets.\n• Interact: use the specified objects on The Island.",
     "items": [
      "Fetch: find the requested item and deliver it.",
      "Kill: find and eliminate the specified targets.",
      "Interact: use the specified objects on The Island."
     ]
    },
    {
     "kind": "text",
     "html": "A Quest can combine multiple objective types. Complete every objective before the time limit expires or the Quest fails."
    },
    {
     "kind": "title",
     "text": "Quest Rewards"
    },
    {
     "kind": "text",
     "html": "Completing a Quest grants one or more rewards:"
    },
    {
     "kind": "text",
     "html": "• Money\n• Fame Points\n• An item discount, reduced Fame Point requirement, or guaranteed stock\n• An item collected from the trader's Depot\n• A Base Building element",
     "items": [
      "Money",
      "Fame Points",
      "An item discount, reduced Fame Point requirement, or guaranteed stock",
      "An item collected from the trader's Depot",
      "A Base Building element"
     ]
    }
   ]
  },
  {
   "key": "Vehicles_01_Vehicles",
   "category": "Vehicles",
   "categoryName": "Vehicles",
   "title": "Vehicles",
   "description": "Finding, repairing, and operating land, sea, and air vehicles",
   "elements": [
    {
     "kind": "text",
     "html": "Vehicles reduce travel time and increase carrying capacity, but many require fuel, power, or replacement parts before use."
    },
    {
     "kind": "title",
     "text": "Land, Sea, and Air"
    },
    {
     "kind": "text",
     "html": "Travel by Bicycle, Motorcycle, Car, Boat, Raft, or Aircraft. Vehicles found on The Island include:"
    },
    {
     "kind": "text",
     "html": "• Four-wheeled: Rager, Laika, WolfsWagen, Tractor, and RIS\n• Two-wheeled: Dirtbike, City Bike, Mountain Bike, and Cruiser\n• Sea: Motorboat, Big Raft, Small Raft, and SUP\n• Air: Kinglet Duster and Kinglet Mariner",
     "items": [
      "Four-wheeled: Rager, Laika, WolfsWagen, Tractor, and RIS",
      "Two-wheeled: Dirtbike, City Bike, Mountain Bike, and Cruiser",
      "Sea: Motorboat, Big Raft, Small Raft, and SUP",
      "Air: Kinglet Duster and Kinglet Mariner"
     ]
    },
    {
     "kind": "title",
     "text": "Getting a Vehicle Running"
    },
    {
     "kind": "text",
     "html": "A four-wheeled Vehicle needs an <em>Engine</em>, a charged <em>Battery</em>, at least <em>three Tires</em>, a <em>Driver's Seat</em>, and <em>Fuel</em>.\n\nInstall a missing Engine through a Mechanic trader's Service Lift. Mechanic traders also sell complete Vehicles while stock is available:"
    },
    {
     "kind": "text",
     "html": "• Dirtbikes require both Tires and the Body.\n• Bicycles require both Tires.\n• A SUP or Small Raft requires a Paddle. Paddles can be crafted.",
     "items": [
      "Dirtbikes require both Tires and the Body.",
      "Bicycles require both Tires.",
      "A SUP or Small Raft requires a Paddle. Paddles can be crafted."
     ]
    },
    {
     "kind": "title",
     "text": "Vehicle Attachments"
    },
    {
     "kind": "text",
     "html": "Install or remove most Doors, Storage Racks, and Headlights without tools. Use a <em>Car Jack</em> or Mechanic Service Lift to replace Tires or work in the engine bay."
    }
   ]
  }
 ],
 "tips": [
  {
   "key": "TuneCrouch",
   "html": "Use <b>[Increase Crouch Stage]</b> and <b>[Decrease Crouch Stage]</b> to finely adjust crouch height.",
   "level": "Expert",
   "category": "Movement",
   "categoryName": "Movement",
   "priority": 1
  },
  {
   "key": "InputAllIngredients",
   "html": "Hold <b>[Interact With Modifier]</b> when adding ingredients to a blueprint to add them all at once.",
   "level": "Intermediate",
   "category": "Crafting",
   "categoryName": "Crafting and repairing",
   "priority": 0
  },
  {
   "key": "CraftLastCrafted",
   "html": "Use <b>[Craft Last Crafted Item]</b> to craft the last item again (if you have the required materials) \nor select the last placed blueprint.",
   "level": "Intermediate",
   "category": "Crafting",
   "categoryName": "Crafting and repairing",
   "priority": 0
  },
  {
   "key": "CombineBat",
   "html": "Improve a baseball bat or wooden club by combining it with nails or wire.",
   "level": "Beginner",
   "category": "Crafting",
   "categoryName": "Crafting and repairing",
   "priority": 2
  },
  {
   "key": "AdjustDrawWeightOfCompoundBow",
   "html": "A toolbox can be used to adjust the draw weight of a compound bow.",
   "level": "Beginner",
   "category": "Crafting",
   "categoryName": "Crafting and repairing",
   "priority": 1
  },
  {
   "key": "CantEatWithMaskOn",
   "html": "You <b>CANNOT</b> eat with a mask on.",
   "level": "Expert",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 2
  },
  {
   "key": "PhoenixTearsTip",
   "html": "Use <b>Phoenix Tears</b> to revive dead prisoners if the head is still attached to the body.",
   "level": "Expert",
   "category": "Survival",
   "categoryName": "Survival",
   "priority": 0
  },
  {
   "key": "PreventHandFootAbrasion",
   "html": "Wearing gloves and footwear prevents hand and foot abrasions.",
   "level": "Beginner",
   "category": "Survival",
   "categoryName": "Survival",
   "priority": 4
  },
  {
   "key": "ExitVehicleWithEngineRunning",
   "html": "Use <b>[Exit With Engine On]</b> to exit the vehicle while keeping the engine running.",
   "level": "Intermediate",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0
  },
  {
   "key": "ShootFromVehicle",
   "html": "You can fire handguns from the driver's seat.",
   "level": "Intermediate",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 3
  },
  {
   "key": "AddOptionalIngredients",
   "html": "Adding optional ingredients increases the quality of your cooked meal.",
   "level": "Beginner",
   "category": "Minigames",
   "categoryName": "Minigames",
   "priority": 2
  },
  {
   "key": "GlovesWhileLockpicking",
   "html": "Gloves <b>LOWER</b> damage from lock protection zappers but <b>INCREASE</b> lockpicking difficulty.",
   "level": "Intermediate",
   "category": "Minigames",
   "categoryName": "Minigames",
   "priority": 3
  },
  {
   "key": "UseBetterLockpicks",
   "html": "Higher-quality lockpicks take longer to break when they get stuck during lockpicking.",
   "level": "Beginner",
   "category": "Minigames",
   "categoryName": "Minigames",
   "priority": 2
  },
  {
   "key": "MechsCannotSeeInBushes",
   "html": "Mechs can't see you while you're in bushes.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 5
  },
  {
   "key": "HitByPuppetTip",
   "html": "Run through bushes to disorient puppets chasing you.",
   "level": "Intermediate",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 4
  },
  {
   "key": "ChamberSingleRoundsIntoWeapon",
   "html": "Single rounds can be chambered into a weapon without the need for a magazine.",
   "level": "Intermediate",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 3
  },
  {
   "key": "HitByRazorTip",
   "html": "Target the head on a Razor's back for more effective attacks.",
   "level": "Expert",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 5
  },
  {
   "key": "RefillContainerWithWaterSource",
   "html": "Refill empty bottles and containers at clean water sources such as rivers and lakes.",
   "level": "Beginner",
   "category": "Survival",
   "categoryName": "Survival",
   "priority": 3
  },
  {
   "key": "DropGearToBeLighterInWater",
   "html": "If you're too heavy to reach the surface, drop some gear.",
   "level": "Beginner",
   "category": "Movement",
   "categoryName": "Movement",
   "priority": 5
  },
  {
   "key": "RestToRecoverStamina",
   "html": "Press <b>[Prone]</b> to go prone or use the <b>SIT</b> or <b>LAY DOWN</b> actions to recover stamina faster.",
   "level": "Beginner",
   "category": "Movement",
   "categoryName": "Movement",
   "priority": 5
  },
  {
   "key": "PickupItemByDoubleClicking",
   "html": "Quickly add items shown in the <b>Vicinity</b> to your inventory by <b>DOUBLE-CLICKING</b> them.",
   "level": "Beginner",
   "category": "Inventory",
   "categoryName": "Inventory",
   "priority": 2
  },
  {
   "key": "OpenMap",
   "html": "Press <b>[Toggle Map]</b> to open the Map.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 5
  },
  {
   "key": "FishWithDifferentParameters",
   "html": "Fishing at different times of day, in different types of water, and with different bait yields different results.",
   "level": "Intermediate",
   "category": "Minigames",
   "categoryName": "Minigames",
   "priority": 2
  },
  {
   "key": "IncreaseReelingSpeedWithShift",
   "html": "Hold <b>[Fast Reeling]</b> while scrolling to increase reeling speed.",
   "level": "Intermediate",
   "category": "Minigames",
   "categoryName": "Minigames",
   "priority": 2
  },
  {
   "key": "FillRainCollectors",
   "html": "Rainwater can be collected in rain collectors.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 3
  },
  {
   "key": "BuryPuppets",
   "html": "Puppets can be buried with a shovel.",
   "level": "Intermediate",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0
  },
  {
   "key": "NoItemsFoundInfo",
   "html": "If the <b>“No items found”</b> message appears frequently, someone may have searched the area before you.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 5
  },
  {
   "key": "TrapOutsideOfOwnedFlag",
   "html": "A mine placed outside a flag's range can be triggered by anyone—even you.",
   "level": "Intermediate",
   "category": "Minigames",
   "categoryName": "Minigames",
   "priority": 3
  },
  {
   "key": "SkillDetails",
   "html": "View Skill details in the top-left section of the Metabolism Tab by pressing <b>[Open Tab Metabolism]</b>.",
   "level": "Beginner",
   "category": "Metabolism",
   "categoryName": "Metabolism",
   "priority": 0
  },
  {
   "key": "GoldPersistence",
   "html": "Gold persists through partial server wipes.",
   "level": "Expert",
   "category": "Economy",
   "categoryName": "Economy",
   "priority": 0
  },
  {
   "key": "SquadSizeLimit",
   "html": "Squad size depends on the leader's INT attribute.",
   "level": "Beginner",
   "category": "Squads",
   "categoryName": "Squads",
   "priority": 0
  },
  {
   "key": "BlueprintPlacement",
   "html": "Press <b>[Interact]</b> to pick a starting point, \nmove the mouse to expand the wall, and press <b>[Interact]</b> again to pick the ending point.",
   "level": "Beginner",
   "category": "BaseBuilding",
   "categoryName": "Base building",
   "priority": 0
  },
  {
   "key": "UpgradeElements",
   "html": "Upgrade elements by holding <b>[Interact]</b> on them and choosing the <b>\"Upgrade\"</b> interaction.",
   "level": "Beginner",
   "category": "BaseBuilding",
   "categoryName": "Base building",
   "priority": 0
  },
  {
   "key": "DestroyBlueprint",
   "html": "Hold <b>[Interact]</b> on a blueprint and choose the <b>“Destroy”</b> interaction to destroy it.",
   "level": "Beginner",
   "category": "Crafting",
   "categoryName": "Crafting and repairing",
   "priority": 0
  },
  {
   "key": "FillingBlueprints",
   "html": "Bring the required components close to the blueprint and press <b>[Interact]</b> to add them one by one.",
   "level": "Beginner",
   "category": "Crafting",
   "categoryName": "Crafting and repairing",
   "priority": 0
  },
  {
   "key": "FocusMode",
   "html": "Hold <b>[Focus]</b> to enter <b>Focus Mode</b>.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0
  },
  {
   "key": "ChestsInFocusMode",
   "html": "Hold <b>[Focus]</b> to view owned buried chests in <b>Focus Mode</b>.",
   "level": "Intermediate",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0
  },
  {
   "key": "SwitchAimingMode",
   "html": "Use <b>[Toggle Weapon Aiming Mode]</b> to switch between scope and iron sights.",
   "level": "Expert",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0
  },
  {
   "key": "SwitchFiringMode",
   "html": "Use <b>[Toggle Weapon Firing Mode]</b> to switch firing modes.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0
  },
  {
   "key": "CheckFiringMode",
   "html": "Use <b>[Check Weapon Firing Mode]</b> to check the current firing mode.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0
  },
  {
   "key": "CheckAmmo",
   "html": "Use <b>[Check Ammo]</b> to check your ammo.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0
  },
  {
   "key": "ActivateRangeFinder",
   "html": "Use <b>[Hold Breath]</b> to activate the rangefinder and gather environmental data.",
   "level": "Intermediate",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0
  },
  {
   "key": "AdjustWindage",
   "html": "Use <b>[Increment Weapon Scope Windage]</b> and <b>[Decrement Weapon Scope Windage]</b> to adjust windage.",
   "level": "Expert",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0
  },
  {
   "key": "AdjustRange",
   "html": "Use <b>[Increment Weapon Zero Range]</b> and <b>[Decrement Weapon Zero Range]</b> to adjust the zeroing range.",
   "level": "Expert",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0
  },
  {
   "key": "ToiletFunctions",
   "html": "Hold <b>[Interaction Mode]</b> to access the toilet functions.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0
  },
  {
   "key": "DisinfectingRags",
   "html": "Rags can be disinfected with strong alcohol.",
   "level": "Intermediate",
   "category": "Health",
   "categoryName": "Health",
   "priority": 0
  },
  {
   "key": "ConditionDetails",
   "html": "See a medical condition's details in the <b>Health Tab</b> by pressing <b>[Open Tab Health]</b>.",
   "level": "Beginner",
   "category": "Health",
   "categoryName": "Health",
   "priority": 0
  },
  {
   "key": "ExhaustionLevels",
   "html": "Constant sprinting drains stamina faster and raises the <b>Exhaustion levels</b>.",
   "level": "Intermediate",
   "category": "Movement",
   "categoryName": "Movement",
   "priority": 0
  },
  {
   "key": "BuryingChests",
   "html": "Chests can be buried with a <b>shovel</b>.",
   "level": "Beginner",
   "category": "Crafting",
   "categoryName": "Crafting and repairing",
   "priority": 0
  },
  {
   "key": "CraftedItemsDrop",
   "html": "Crafted items drop on the floor. Don't forget to pick them up!",
   "level": "Beginner",
   "category": "Crafting",
   "categoryName": "Crafting and repairing",
   "priority": 0
  },
  {
   "key": "DiveDown",
   "html": "Hold <b>[Dive Down]</b> to dive down.",
   "level": "Beginner",
   "category": "Movement",
   "categoryName": "Movement",
   "priority": 0
  },
  {
   "key": "DiveUp",
   "html": "Hold <b>[Dive Up]</b> to swim upward.",
   "level": "Beginner",
   "category": "Movement",
   "categoryName": "Movement",
   "priority": 0
  },
  {
   "key": "NavigateOnGround",
   "html": "Use <b>[Move Forward] [Move Left] [Move Backward] [Move Right]</b> to navigate.",
   "level": "Beginner",
   "category": "Movement",
   "categoryName": "Movement",
   "priority": 0
  },
  {
   "key": "NavigateParachute",
   "html": "Use <b>[Move Forward] [Move Left] [Move Backward] [Move Right]</b> to navigate.",
   "level": "Beginner",
   "category": "Movement",
   "categoryName": "Movement",
   "priority": 0
  },
  {
   "key": "ChangeParachutingPose",
   "html": "Change pose with <b>[Increase Pace]</b> and <b>[Decrease Pace]</b>.",
   "level": "Beginner",
   "category": "Movement",
   "categoryName": "Movement",
   "priority": 0
  },
  {
   "key": "Throw",
   "html": "Hold <b>[Throw]</b> to throw an item. Press <b>[Cancel Throw]</b> to cancel the throw.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0
  },
  {
   "key": "AttachBattery",
   "html": "Attach a <b>battery</b> to an electrical device to power it.",
   "level": "Intermediate",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0
  },
  {
   "key": "QuickStart",
   "html": "For a quicker start, open the Codex in the Manual Tab by pressing <b>[Open Tab Manual]</b>.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0
  },
  {
   "key": "ChangePace",
   "html": "Change pace with <b>[Increase Pace]</b> and <b>[Decrease Pace]</b>.",
   "level": "Beginner",
   "category": "Movement",
   "categoryName": "Movement",
   "priority": 0
  },
  {
   "key": "OpenChat",
   "html": "Open chat with <b>[Chat]</b>.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0
  },
  {
   "key": "BankAccountsLimit",
   "html": "Bank accounts can go as low as <b>-$2,500</b>.",
   "level": "Expert",
   "category": "Economy",
   "categoryName": "Economy",
   "priority": 0
  },
  {
   "key": "MushroomSafety",
   "html": "Not all mushrooms are safe to eat. Check the item's description first!",
   "level": "Intermediate",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0
  },
  {
   "key": "ItemsLowDurability",
   "html": "Items below <b>20%</b> durability can only be repaired up to <b>50%</b>.",
   "level": "Expert",
   "category": "Survival",
   "categoryName": "Survival",
   "priority": 0
  },
  {
   "key": "TurnOnNightVision",
   "html": "Use <b>[Toggle Night Vision]</b> to turn on <b>Night Vision</b>.",
   "level": "Intermediate",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0
  },
  {
   "key": "TakingOffClothes",
   "html": "Removing extra clothes can help you cool down!",
   "level": "Intermediate",
   "category": "Survival",
   "categoryName": "Survival",
   "priority": 0
  },
  {
   "key": "PuttingOnClothes",
   "html": "Putting on extra clothes can help you stay warm!",
   "level": "Intermediate",
   "category": "Survival",
   "categoryName": "Survival",
   "priority": 0
  },
  {
   "key": "CompassComplexity",
   "html": "Hold <b>[Focus]</b> to view the compass at the top of your screen. \nCompass detail depends on your <b>Survival Skill</b> and any compass items in your possession.",
   "level": "Intermediate",
   "category": "Survival",
   "categoryName": "Survival",
   "priority": 0
  },
  {
   "key": "AttributeCap",
   "html": "A skill can't be leveled if the relevant <em>Attribute</em> is too low. \nCheck the Codex for details.",
   "level": "Expert",
   "category": "Metabolism",
   "categoryName": "Metabolism",
   "priority": 0
  },
  {
   "key": "TracksInFocusMode",
   "html": "Hold <b>[Focus]</b> to locate animal tracks more easily in <b>Focus Mode</b>.",
   "level": "Expert",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0
  },
  {
   "key": "MinesInFocusMode",
   "html": "Hold <b>[Focus]</b> to view owned mines and traps in <b>Focus Mode</b>.",
   "level": "Expert",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0
  },
  {
   "key": "WeightLimit",
   "html": "Some items can't be stored if they exceed the equipment's <b>weight limit</b>.",
   "level": "Intermediate",
   "category": "Inventory",
   "categoryName": "Inventory",
   "priority": 0
  },
  {
   "key": "OpenParachute",
   "html": "Press <b>[Open Parachute]</b> to open the <b>Parachute</b>.",
   "level": "Beginner",
   "category": "Movement",
   "categoryName": "Movement",
   "priority": 0
  },
  {
   "key": "DisableAutoParachute",
   "html": "Automatic parachute opening can be disabled in Game Settings.",
   "level": "Beginner",
   "category": "Movement",
   "categoryName": "Movement",
   "priority": 0
  },
  {
   "key": "TractorHighLowGear",
   "html": "Use <b>[Set Gear Hi]</b> and <b>[Set Gear Lo]</b> to switch between high and low gears while driving a tractor. \nLow gears help when driving uphill; high gears help you reach top speed.",
   "level": "Intermediate",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0
  },
  {
   "key": "RotateItemsInInventory",
   "html": "Hold <b>[Inventory Favor Rotation Over Scroll]</b> and use <b>MouseScrollUp or MouseScrollDown</b> to rotate items in your inventory.",
   "level": "Beginner",
   "category": "Inventory",
   "categoryName": "Inventory",
   "priority": 1
  },
  {
   "key": "ChangeSpeedWaterVehicles",
   "html": "Use <b>[Increment Throttle]</b> and <b>[Decrement Throttle]</b> to adjust the speed of motor-powered water vehicles.",
   "level": "Beginner",
   "category": "Movement",
   "categoryName": "Movement",
   "priority": 0
  },
  {
   "key": "CheckDepotTabForItemReward",
   "html": "Check the Traders Depot tab for item rewards.",
   "level": "Beginner",
   "category": "Inventory",
   "categoryName": "Inventory",
   "priority": 0
  },
  {
   "key": "SewingKitHowToUse",
   "html": "If you have a Sewing Kit, use <b>[Interaction Context Menu]</b> on an item you want to repair in the <b>Inventory</b>, \nthen select <b>Repair</b> to restore its durability.",
   "level": "Beginner",
   "category": "Crafting",
   "categoryName": "Crafting and repairing",
   "priority": 0
  },
  {
   "key": "ShowFlagRadius",
   "html": "Interact with a flag by pressing <b>[Interact]</b> to show or hide the flag area.",
   "level": "Beginner",
   "category": "BaseBuilding",
   "categoryName": "Base building",
   "priority": 0
  },
  {
   "key": "BowAndArrowControls",
   "html": "Hold, then release <b>[Fire]</b> to fire an arrow. At any point, press <b>[Block]</b> to cancel.",
   "level": "Beginner",
   "category": "Survival",
   "categoryName": "Survival",
   "priority": 0
  },
  {
   "key": "HoldFActionMenu",
   "html": "Many objects support multiple actions. \nLook at the object and hold <b>[Interact]</b> to open the Action Menu.",
   "level": "Intermediate",
   "category": "Crafting",
   "categoryName": "Crafting and repairing",
   "priority": 1
  },
  {
   "key": "CutClothesToMakeRags",
   "html": "Use <b>[Interaction Context Menu]</b> on eligible equipment, such as clothing, to cut it into rags.",
   "level": "Beginner",
   "category": "Survival",
   "categoryName": "Survival",
   "priority": 1
  },
  {
   "key": "HuntingFeatures",
   "html": "Check out the Tutorial panel to see available tutorials. Also, hunting tutorials are now available! Check out all the new hunting features!",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0,
   "dlc": "Woodland Hunter Pack"
  },
  {
   "key": "PickupBowFTUE",
   "html": "Press <b>[Change Camera]</b> to change view mode. \nWhen a ranged weapon is equipped, press <b>[Bash]</b> to melee.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 1,
   "deena": "It helps to change perspective when aiming with long range weapons. Why not give it a try?",
   "tutorial": true
  },
  {
   "key": "ChangePaceFTUE",
   "html": "<b>Increase your pace</b> and <b>jump farther</b> with <b>[Increase Pace]</b>. \nSlow your pace with <b>[Decrease Pace]</b>.",
   "level": "Beginner",
   "category": "Movement",
   "categoryName": "Movement",
   "priority": 0,
   "tutorial": true
  },
  {
   "key": "PickupPistolFTUE",
   "html": "Press <b>[Reload]</b> to reload. \n<b>[Aim Down The Sights]</b> to toggle aim down sights. \nPress <b>[Bash]</b> to melee.",
   "level": "Beginner",
   "category": "Inventory",
   "categoryName": "Inventory",
   "priority": 1,
   "deena": "Don't forget that guns need magazines and magazines need bullets. You also might want to try aiming with that thing first, before heading into combat.",
   "tutorial": true
  },
  {
   "key": "PickupMagazineFTUE",
   "html": "Some magazines already contain bullets.",
   "level": "Beginner",
   "category": "Inventory",
   "categoryName": "Inventory",
   "priority": 0,
   "deena": "This magazine is pre-loaded. Pre-loaded magazines make for better TV.",
   "tutorial": true
  },
  {
   "key": "PickupMagazineEmptyFTUE",
   "html": "Drag bullets onto a magazine to load it.",
   "level": "Beginner",
   "category": "Inventory",
   "categoryName": "Inventory",
   "priority": 0,
   "deena": "This magazine is empty. You can load it with the bullets from the box.",
   "tutorial": true
  },
  {
   "key": "PickupFoodFTUE",
   "html": "Press <b>[Interaction Mode]</b>, then click the <b>METABOLISM</b> tab to see the effects of food.",
   "level": "Beginner",
   "category": "Survival",
   "categoryName": "Survival",
   "priority": 0,
   "deena": "Don't forget to eat and drink. You are only human and without food and water, you will die.",
   "tutorial": true
  },
  {
   "key": "PickupWeaponFTUE",
   "html": "<b>[Quick Access1]</b> and <b>[Quick Access2]</b> to quickly access items in your HOLSTER slots. \nPlace items in your HOLSTER slots in the <b>Inventory tab</b>.",
   "level": "Beginner",
   "category": "Inventory",
   "categoryName": "Inventory",
   "priority": 0,
   "deena": "You're becoming a regular one-man army.",
   "tutorial": true
  },
  {
   "key": "PickupAmmo9MM",
   "html": "<b>[Interaction Context Menu]</b> on an ammo box to unpack it. \nThen drag bullets onto a magazine to load it.",
   "level": "Beginner",
   "category": "Inventory",
   "categoryName": "Inventory",
   "priority": 0,
   "deena": "You have to unpack that box to get to the bullets.",
   "tutorial": true
  },
  {
   "key": "PickupWaspSight",
   "html": "To aim down sights, click <b>[Aim Down The Sights]</b> once.",
   "level": "Beginner",
   "category": "Inventory",
   "categoryName": "Inventory",
   "priority": 0,
   "tutorial": true
  },
  {
   "key": "PickupRope",
   "html": "Small wooden sticks and rag strips can be crafted into ropes. \nCut rags to get rag strips.",
   "level": "Beginner",
   "category": "Crafting",
   "categoryName": "Crafting and repairing",
   "priority": 0,
   "deena": "Ropes can be made from sticks. You can also make ropes from rags. You can make ropes from lots of things, basically. But right now, sticks is all you have.",
   "tutorial": true
  },
  {
   "key": "PickupLongWoodenStick",
   "html": "Hold <b>[Interact]</b> while looking at a <b>Long Wooden Stick</b> to cut it in half.",
   "level": "Beginner",
   "category": "Crafting",
   "categoryName": "Crafting and repairing",
   "priority": 0,
   "deena": "Cutting bushes can make short sticks and long sticks. Long sticks can be cut into two short ones.",
   "tutorial": true
  },
  {
   "key": "PickupCanOpenerFTUE",
   "html": "With a cutting tool in your inventory, <b>[Interact]</b> on a tin of food and choose OPEN to open it. \nIf the tin is in your inventory, you can <b>[Interaction Context Menu]</b> it and choose OPEN.",
   "level": "Beginner",
   "category": "Survival",
   "categoryName": "Survival",
   "priority": 0,
   "deena": "Baked beans. A can opener. Truly, a marriage made in heaven.",
   "tutorial": true
  },
  {
   "key": "PickupMetalArrowFTUE",
   "html": "After firing an arrow, you can usually recover it from the environment and use it again.",
   "level": "Beginner",
   "category": "Survival",
   "categoryName": "Survival",
   "priority": 0,
   "deena": "The great thing about arrows is - you can collect them and use them again. You cannot do that with bullets.",
   "tutorial": true
  },
  {
   "key": "PickupEmergencyBandagesFTUE",
   "html": "Emergency bandages heal and disinfect your wounds.",
   "level": "Beginner",
   "category": "Health",
   "categoryName": "Health",
   "priority": 0,
   "deena": "Ooooo. Proper bandages. Those production guys must really love you.",
   "tutorial": true
  },
  {
   "key": "PickupShurikenFTUE",
   "html": "With an item in hand, hold <b>[Throw]</b> to aim, then release to throw.",
   "level": "Beginner",
   "category": "Survival",
   "categoryName": "Survival",
   "priority": 0,
   "deena": "Did you know that 'shuriken' literally means 'hidden hand blade'. You can throw them to blind and maim the other contestants. But they can also clutter up your inventory.",
   "tutorial": true
  },
  {
   "key": "PickupImprovisedBackpackFTUE",
   "html": "Some apparel can expand inventory space. \n<b>[Interaction Mode]</b> to access the <b>Inventory</b>.",
   "level": "Beginner",
   "category": "Inventory",
   "categoryName": "Inventory",
   "priority": 0,
   "deena": "Oh. Look. An improvised courier backpack. You can craft one from basic materials out in the wilderness.",
   "tutorial": true
  },
  {
   "key": "JumpToMantleFTUE",
   "html": "Press <b>[Jump]</b> to mantle onto ledges.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 1,
   "tutorial": true
  },
  {
   "key": "JumpToVaultFTUE",
   "html": "Press <b>[Jump]</b> to <b>vault over obstacles</b> or <b>mantle up to ledges</b>.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 1,
   "tutorial": true
  },
  {
   "key": "SprintToJumpFarFTUE",
   "html": "Increase your pace with <b>[Increase Pace]</b> to jump farther.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 1,
   "tutorial": true
  },
  {
   "key": "ProneFTUE",
   "html": "Press <b>[Prone]</b> to go prone and move under obstacles.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 1,
   "tutorial": true
  },
  {
   "key": "CrouchFTUE",
   "html": "Press <b>[Crouch]</b> to crouch. \nUse <b>[Increase Crouch Stage]</b> and <b>[Decrease Crouch Stage]</b> to adjust your crouch height precisely.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 1,
   "tutorial": true
  },
  {
   "key": "InteractionDropDownFTUE",
   "html": "Hold <b>[Interact]</b> on an item for more interaction options.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0,
   "tutorial": true
  },
  {
   "key": "VicinityFTUE",
   "html": "Press <b>[Interaction Mode]</b> to open the <b>Inventory</b> and see nearby items shown in the <b>Vicinity</b>.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0,
   "deena": "Look! Rags! Bandages of the working man.",
   "tutorial": true
  },
  {
   "key": "DegradationFTUE",
   "html": "All items will degrade over time. Always keep an eye on their condition.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0,
   "deena": "I think your knife is about to break. You should probably look for something else to murder with.",
   "tutorial": true
  },
  {
   "key": "VicinityStoneKnifeFTUE",
   "html": "<b>Double-Click</b> or <b>Drag</b> items shown in the <b>Vicinity</b> to put them in your inventory.",
   "level": "Beginner",
   "category": "Generic",
   "categoryName": "Generic",
   "priority": 0,
   "deena": "Crafted items need to be held or stored for use. You can hold them in your hands, put them in a bag. But you should always start by picking them up.",
   "tutorial": true
  },
  {
   "key": "DrinkingWaterFTUE",
   "html": "Press <b>[Interact]</b> to drink from a water source.",
   "level": "Beginner",
   "category": "Metabolism",
   "categoryName": "Metabolism",
   "priority": 0,
   "tutorial": true
  },
  {
   "key": "BadQualityClothes",
   "html": "Clothing items can take damage and degrade over time. \nRed squares indicate broken inventory slots that cannot store anything.",
   "level": "Beginner",
   "category": "Inventory",
   "categoryName": "Inventory",
   "priority": 0,
   "tutorial": true
  },
  {
   "key": "SewingKitFTUE",
   "html": "Broken clothing items can be repaired or maintained with a <b>Sewing Kit</b>.",
   "level": "Beginner",
   "category": "Crafting",
   "categoryName": "Crafting and repairing",
   "priority": 0,
   "tutorial": true
  },
  {
   "key": "DroppedContainerEquipment",
   "html": "If you drop a bag or clothing item, any items inside will also be dropped.",
   "level": "Beginner",
   "category": "Inventory",
   "categoryName": "Inventory",
   "priority": 0,
   "tutorial": true
  },
  {
   "key": "QuickAccessFTUE",
   "html": "Drag a small weapon to a <b>Quick Access Slot</b> for fast swapping in combat.",
   "level": "Beginner",
   "category": "Inventory",
   "categoryName": "Inventory",
   "priority": 0,
   "tutorial": true
  },
  {
   "key": "BasicMovementControlsFTUE",
   "html": "Use <b>[Move Forward] [Move Left] [Move Backward] [Move Right]</b> to navigate. \nUse <b>[Lean Left] [Lean Right]</b> to lean and change camera shoulder.",
   "level": "Beginner",
   "category": "Movement",
   "categoryName": "Movement",
   "priority": 0,
   "tutorial": true
  }
 ],
 "tutorial": [
  {
   "key": "Task_Tutorial_Section_01_Part_01_Healing",
   "section": 1,
   "part": 1,
   "name": "Healing",
   "caption": null,
   "deena": "You can only treat injuries one at a time. Pick the one you want to treat and apply the right number of rags."
  },
  {
   "key": "Task_Tutorial_Section_01_Part_02_ObstacleCourse",
   "section": 1,
   "part": 2,
   "name": "Obstacle Course",
   "caption": "Get through the Obstacle Course.",
   "deena": "Okay. Easy now. Yes, those are real people but you don't need to be nervous. These are the cheapest seats in the house. All of these people are poor. Poor people are little people. And you are a big TV star."
  },
  {
   "key": "Task_Tutorial_Section_02_Part_01_CraftKnife",
   "section": 2,
   "part": 1,
   "name": "Craft Knife",
   "caption": null,
   "deena": "Try making something. I suggest a knife. Maybe it will make you famous. You could be the knife guy."
  },
  {
   "key": "Task_Tutorial_Section_02_Part_02_CraftAxe",
   "section": 2,
   "part": 2,
   "name": "Craft Axe",
   "caption": "Open the [CRAFTING TAB] and search for a Stone Axe. Then click the [DETAILS] button.",
   "deena": "Yes. Okay. Good. Now, cut some sticks. You can strip them to make a rope."
  },
  {
   "key": "Task_Tutorial_Section_02_Part_03_EliminatePuppet",
   "section": 2,
   "part": 3,
   "name": "Eliminate Puppet",
   "caption": "Head to Scavenging Section.",
   "deena": "Well done. I have laid out some treats for you in the next room. This is called 'positive reinforcement'. Hopefully it will make you more eager to kill your fellow contestants and earn more fame."
  },
  {
   "key": "Task_Tutorial_Section_03_Part_01_Scavenging",
   "section": 3,
   "part": 1,
   "name": "Scavenging",
   "caption": "Get to the exit door alive.",
   "deena": "Okay, axe guy. Let's step it up a notch. You have to get through the door at the far side but there are many puppets in the way.\n\nIf you look, you can find new things to help you progress through the area. They will help to diversify your brand. I am getting bored of the axe guy thing already."
  },
  {
   "key": "Task_Tutorial_Section_03_Part_02_Encounter",
   "section": 3,
   "part": 2,
   "name": "Encounter",
   "caption": "Explore the House.",
   "deena": null
  }
 ]
}
