Display title | Non-Combatant Immunity |
Default sort key | Non-Combatant Immunity |
Page length (in bytes) | 4,760 |
Namespace ID | 0 |
Page ID | 34854 |
Page content language | en - English |
Page content model | wikitext |
Indexing by robots | Allowed |
Number of redirects to this page | 1 |
Counted as a content page | Yes |
Number of subpages of this page | 0 (0 redirects; 0 non-redirects) |
Edit | Allow all users (infinite) |
Move | Allow all users (infinite) |
Delete | Allow all users (infinite) |
Page creator | prefix>Import Bot |
Date of page creation | 21:27, 1 November 2013 |
Latest editor | Robkelk (talk | contribs) |
Date of latest edit | 19:12, 5 November 2023 |
Total number of edits | 8 |
Recent number of edits (within past 180 days) | 0 |
Recent number of distinct authors | 0 |
Description | Content |
Article description: (description ) This attribute controls the content of the description and og:description elements. | When video games don't start you off armed, they equip the player before they meet an enemy who can kill them. This is reasonable, since no one wants to fight a battle they not only can't win, but can't even fight. However, it does make it obvious when you can expect your first fight, since if you see a pistol lying on the floor in front of a closed door, you know you'll have to use it. Also occurs at the end of a No-Gear Level segment. When you get your inventory back, you know it's because you'll have to start relying on it again. |