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	<id>https://www.omega-rl.wiki/index.php?action=history&amp;feed=atom&amp;title=Draft%3AArmor</id>
	<title>Draft:Armor - Revision history</title>
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	<updated>2026-09-21T20:25:43Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://www.omega-rl.wiki/index.php?title=Draft:Armor&amp;diff=1001&amp;oldid=prev</id>
		<title>OmegaAdmin: 补充备用身体甲投掷与盾牌赠物的实际用途和限制</title>
		<link rel="alternate" type="text/html" href="https://www.omega-rl.wiki/index.php?title=Draft:Armor&amp;diff=1001&amp;oldid=prev"/>
		<updated>2026-09-09T13:05:24Z</updated>

		<summary type="html">&lt;p&gt;补充备用身体甲投掷与盾牌赠物的实际用途和限制&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:05, 9 September 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l68&quot;&gt;Line 68:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 68:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;See [[Draft:Defense and protection|Defense and protection]] for exact defense and burden formulas, block choices, enchantment risk, curses, corrosion and attacks that bypass absorption. For an opening route, see [[Draft:Your first day in Rampart|Your first day in Rampart]].&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;See [[Draft:Defense and protection|Defense and protection]] for exact defense and burden formulas, block choices, enchantment risk, curses, corrosion and attacks that bypass absorption. For an opening route, see [[Draft:Your first day in Rampart|Your first day in Rampart]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;== Throwing spare armor ==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The &#039;&#039;&#039;f&#039;&#039;&#039; command can throw a spare suit. An intact suit follows an attack path rather than automatically being treated as a gift. If it hits, the ordinary weapon-damage rule uses your current damage rating plus twice your Strength modifier; the suit&#039;s own absorption rating is not added as projectile damage. Powered armor&#039;s large absorption therefore does not make it an exceptionally damaging thrown weapon.&amp;lt;ref&amp;gt;{{Source|command3.c|223|310}} Throwing and landing; {{Source|aux2.c|594|618}} Weapon effect selection; {{Source|itemf2.c|359|365}} Ordinary damage.&amp;lt;/ref&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The thrown suit leaves your inventory and normally lands at the target or obstacle, whether the hit succeeds or fails. Do not sacrifice needed protection or a valuable magical suit just to use it as ammunition. A cursed suit already in use cannot be thrown to bypass its removal restriction. These rules concern spare, intact armor; corrosion can alter the properties that choose the throwing path.&amp;lt;ref&amp;gt;{{Source|command3.c|236|310}} Curse restriction and disposal; {{Source|site2.c|975|980}} Corrosion.&amp;lt;/ref&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== References ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== References ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>OmegaAdmin</name></author>
	</entry>
	<entry>
		<id>https://www.omega-rl.wiki/index.php?title=Draft:Armor&amp;diff=990&amp;oldid=prev</id>
		<title>OmegaAdmin: 新增防具盾牌完整草稿与防御机制，连接首页及装备奖励</title>
		<link rel="alternate" type="text/html" href="https://www.omega-rl.wiki/index.php?title=Draft:Armor&amp;diff=990&amp;oldid=prev"/>
		<updated>2026-09-09T13:00:02Z</updated>

		<summary type="html">&lt;p&gt;新增防具盾牌完整草稿与防御机制，连接首页及装备奖励&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Version box|version=0.90.4}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Body armor&amp;#039;&amp;#039;&amp;#039; {{Omega glyph|]|color=grey|label=grey right-bracket armor glyph}} reduces ordinary damage that reaches you. Its bulk can also make you easier to hit, while enchantment improves defense. Magical suits may add elemental immunity, fear immunity or breathing. This page covers all &amp;#039;&amp;#039;&amp;#039;17 body armors&amp;#039;&amp;#039;&amp;#039; in Omega 0.90.4; [[Draft:Shield|shields]] occupy a separate slot, and boots and cloaks are other equipment categories.&amp;lt;ref&amp;gt;{{Source|defs.h|677|678}} Glyphs; {{Source|iinit.h|256|288}} Complete body-armor definitions.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Armor comparison ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Absorption&amp;#039;&amp;#039;&amp;#039; is the amount this suit removes from each ordinary damage event, before the one-HP minimum. &amp;#039;&amp;#039;&amp;#039;Bulk penalty&amp;#039;&amp;#039;&amp;#039; is subtracted from defense; add the individual suit&amp;#039;s enchantment to get its net defense contribution. Enchantment does not raise absorption. Weight counts even when a suit is carried in the backpack.&amp;lt;ref&amp;gt;{{Source|aux1.c|281|350}} Combat values; {{Source|aux1.c|498|513}} Damage; {{Source|util.c|677|694}} Carried weight.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prices below are Julie&amp;#039;s actual fully identified, uncursed +0 stock. A dash means that the type is not sold there, not that it has no value. Generation level influences how often ordinary sources accept a candidate; it is neither a character-level requirement nor a guarantee of availability.&amp;lt;ref&amp;gt;{{Source|site1.c|164|231}} Stock and price; {{Source|item.c|7|41}} Generation filter.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor !! Absorption !! Bulk penalty !! Weight !! Julie&amp;#039;s (Au) !! Generation level !! Worn power&lt;br /&gt;
|-&lt;br /&gt;
| [[Draft:Flak jacket|Flak jacket]] || 1 || 0 || 100 || 10 || 0 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Draft:Soft leather armor|Soft leather armor]] || 2 || 1 || 200 || 20 || 1 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Draft:Cuirbouilli|Cuirbouilli]] || 2 || 1 || 200 || 60 || 1 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Draft:Ring mail|Ring mail]] || 3 || 2 || 300 || 200 || 2 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Draft:Chain mail|Chain mail]] || 4 || 3 || 400 || 400 || 3 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Draft:Scale mail|Scale mail]] || 4 || 2 || 400 || 600 || 4 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Draft:Partial plate mail|Partial plate mail]] || 5 || 3 || 400 || 900 || 5 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Draft:Full plate mail|Full plate mail]] || 6 || 4 || 600 || 1500 || 6 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Draft:Plate armor|Plate armor]] || 7 || 4 || 500 || 3000 || 6 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Draft:Lamellar armor|Lamellar armor]] || 5 || 2 || 200 || 3000 || 6 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Draft:Mithril chain mail|Mithril chain mail]] || 5 || 2 || 200 || &amp;amp;mdash; || 7 || Fear immunity; cursed: also berserk&lt;br /&gt;
|-&lt;br /&gt;
| [[Draft:Mithril plate armor|Mithril plate armor]] || 8 || 3 || 300 || &amp;amp;mdash; || 7 || Fear immunity; cursed: also berserk&lt;br /&gt;
|-&lt;br /&gt;
| [[Draft:Dragonscale armor|Dragonscale armor]] || 6 || 3 || 500 || &amp;amp;mdash; || 7 || Fire immunity&lt;br /&gt;
|-&lt;br /&gt;
| [[Draft:Prismatrix armor|Prismatrix armor]] || 7 || 2 || 100 || &amp;amp;mdash; || 8 || Fire, cold and electricity immunity&lt;br /&gt;
|-&lt;br /&gt;
| [[Draft:Powered combat armor|Powered combat armor]] || 20 || 0 || 0 || &amp;amp;mdash; || 9 || Breathing; cursed: immediate drowning&lt;br /&gt;
|-&lt;br /&gt;
| [[Draft:Powered scout armor|Powered scout armor]] || 10 || 0 || 0 || &amp;amp;mdash; || 7 || Breathing; cursed: immediate drowning&lt;br /&gt;
|-&lt;br /&gt;
| [[Draft:Demonhide armor|Demonhide armor]] || 5 || 0 || 100 || &amp;amp;mdash; || 3 || Fire, cold and electricity immunity&lt;br /&gt;
|}&lt;br /&gt;
The table gives undamaged physical properties. Prismatrix is normally generated at +9, +10 or -10 depending on blessing; demonhide is always generated at &amp;#039;&amp;#039;&amp;#039;-6 with curse strength -9&amp;#039;&amp;#039;&amp;#039;. Do not read their initialization enchantments as guaranteed safe equipment.&amp;lt;ref&amp;gt;{{Source|iinit.h|256|288}} Values and powers; {{Source|item.c|221|233}} Generation; {{Source|itemf2.c|73|204}} Worn effects.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Finding and identifying armor ==&lt;br /&gt;
[[Draft:Julie&amp;#039;s Armor of Proof and Weapons of Quality|Julie&amp;#039;s]] sells the first ten types in the table. A new [[Draft:Legion of Destiny|Legion]] member receives soft leather for free; the [[Draft:Order of Paladins|Order]] gives blessed mithril plate on promotion to Paladin. [[Draft:Dragonscale armor|Dragon remains can be transformed]] at Ambrosias, producing blessed armor with much higher enchantment than a +0 shop suit.&amp;lt;ref&amp;gt;{{Source|site1.c|179|182}} Stock; {{Source|guild1.c|67|72}} Legion gift; {{Source|guild2.c|736|762}} Paladin promotion; {{Source|minit.h|253}} Dragon remains; {{Source|minit.h|293}} Dragon Lord remains; {{Source|site1.c|845|869}} Alchemy.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All seventeen types can appear in ordinary random treasure, including eligible monsters&amp;#039; random possessions. [[Draft:Knight&amp;#039;s Pawn Shop|The pawn shop]] uses random stock and identifies it fully, so its armor can include curses. A noncursed [[Draft:Scroll of acquirement|acquirement]] effect allows the armor category; a blessed effect allows a specific armor choice. It still generates that armor&amp;#039;s blessing and enchantment independently: selecting powered armor or demonhide is not a guarantee of safety.&amp;lt;ref&amp;gt;{{Source|item.c|7|41}} Random treasure; {{Source|lev.c|382|393}} Monster possessions; {{Source|site1.c|1043|1052}} Pawn stock; {{Source|effect1.c|647|783}} Acquirement.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armor names are fixed rather than disguised as random materials. Seeing &amp;#039;&amp;#039;powered combat armor&amp;#039;&amp;#039;, however, does not tell you whether that individual suit is cursed. [[Draft:Identification|Full identification]] reveals the enchantment and blessing needed to judge it. The displayed combat values show real performance once equipped, but test-wearing can trap you in a curse or immediately trigger a harmful power.&amp;lt;ref&amp;gt;{{Source|iinit.h|256|288}} Names; {{Source|inv.c|221|278}} Display and knowledge; {{Source|inv.c|1354|1358}} Cursed equipment; {{Source|itemf2.c|179|204}} Powered armor.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Random enchantment and blessing ===&lt;br /&gt;
For suits without a fixed initial enchantment, the initial nonnegative value &amp;#039;&amp;#039;P&amp;#039;&amp;#039; has probability &amp;#039;&amp;#039;&amp;#039;1 / 2&amp;lt;sup&amp;gt;k+1&amp;lt;/sup&amp;gt;&amp;#039;&amp;#039;&amp;#039; of being &amp;#039;&amp;#039;k&amp;#039;&amp;#039;: half start at 0, one quarter at 1, one eighth at 2, and so on. Ordinary blessing is separately 60% uncursed, 20% blessed and 20% cursed; positive or negative strength is uniformly 1 through 10. The final enchantment is &amp;#039;&amp;#039;P&amp;#039;&amp;#039; if uncursed, &amp;#039;&amp;#039;P&amp;#039;&amp;#039; + 1 if blessed, and -(1 + &amp;#039;&amp;#039;P&amp;#039;&amp;#039;) if cursed. Prismatrix starts at &amp;#039;&amp;#039;P&amp;#039;&amp;#039; = 9 instead; demonhide starts at 5 and its fixed -9 curse always changes that to -6.&amp;lt;ref&amp;gt;{{Source|item.c|221|233}} Armor construction; {{Source|item.c|506|533}} Enchantment and blessing draws.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In an ordinary treasure-generation attempt, armor occupies 10 of the 135 category outcomes, then each of the seventeen types is equally likely as a candidate. Candidates above the source&amp;#039;s accepted level usually get rejected and the entire draw is repeated. The filter accepts when the item&amp;#039;s level is less than source level plus a random 0-2, or through a separate 1% exception when that comparison fails. Thus 10/135 is a &amp;#039;&amp;#039;&amp;#039;candidate share&amp;#039;&amp;#039;&amp;#039;, not the final fraction of dropped armor. Gifts, purchases, alchemy and acquirement use their own paths.&amp;lt;ref&amp;gt;{{Source|item.c|7|41}} Candidate generation and retry.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Choosing a suit ==&lt;br /&gt;
For the first trip, cheap known-safe armor can leave money for a weapon, food and treatment. Soft leather is a much better purchase than equally enchanted cuirbouilli: it has the same physical statistics at one third of the price. Ring mail, chain and partial plate gradually exchange money and defense for more absorption; lamellar pays a premium for lower weight.&lt;br /&gt;
&lt;br /&gt;
Check both &amp;#039;&amp;#039;&amp;#039;Def&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Arm&amp;#039;&amp;#039;&amp;#039;, then check your speed. The heaviest suit is not automatically the safest if it slows you enough to suffer more attacks. At equal enchantment, plate armor improves on full plate in absorption and weight; lamellar offers less absorption than plate but much less weight and a smaller defense penalty. A shield can offset some defense penalty without replacing the armor&amp;#039;s absorption.&lt;br /&gt;
&lt;br /&gt;
Special powers can matter more than another point of absorption. Mithril prevents fear; dragonscale prevents fire damage; prismatrix covers three elements with very little weight. A safe powered suit excels against ordinary damage, but supplies breathing rather than elemental immunity. Cursed mithril causes berserk behavior, and cursed powered armor starts drowning even on land. Demonhide&amp;#039;s useful immunities come with a guaranteed deep curse.&lt;br /&gt;
&lt;br /&gt;
See [[Draft:Defense and protection|Defense and protection]] for exact defense and burden formulas, block choices, enchantment risk, curses, corrosion and attacks that bypass absorption. For an opening route, see [[Draft:Your first day in Rampart|Your first day in Rampart]].&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Drafts]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Omega 0.90.4]]&lt;/div&gt;</summary>
		<author><name>OmegaAdmin</name></author>
	</entry>
</feed>