Wiki Instructions

If you are wanting to help set up the wiki for Atlas Reactor then I want to say thanks in advance. I am looking forward to seeing the wiki filled out and how we can expand it to have it be a helpful resource for the whole community. Take a few minutes to read this primer and I think it will accelerate your work in filling out the wiki.

## Editing Rights

You need to have a Fandom account in order to edit the wiki. Sign up for an account and then you should be ready to start after reading this document.

## How to Edit a Page

On every page there is an edit button on the top of the page and clicking it will bring up the default editor set in your profile. New profiles will have the default editor set to the Visual Editor which can be nice but in my opinion is not as easy to use as the classic editor for this much information. To use the classic editor either press the down arrow to the right of the Edit button and select “Classic Editor” or set the classic editor as your default editor in your profile and press Edit.

Many pages use Templates, these are objects which you give data and then they display them in a specific format. The most common template you will encounter at first is the {{Infobox Freelancer}} template which is used on every Freelancer page. Read below on some basics about templates.

## Template Primer

A template begins with {{ and ends with }}. The first word inside the {{ is the name of the template. A | is used to separate parameters to the template. In the documentation below the parameter names are to be replaced by what you want the template to display or they are to be omitted altogether in many circumstances. For example {{Weak}} with no parameters will produce an icon for Weak along with the word "Weak" but {{Weak|weakness}} will produce an icon for Weak along with the word "weakness". Each template has some documentation below.
When filling out a template you can insert space, new lines, html, etc.. The template should only care that you have your {{, }}, | and names of parameters in the right places (if a parameter has a name it will be documented below).

## Formatting

### Gold

Use this to color a number or word in an ability, ex: {{Gold|10}} will produce the following: 10. The text parameter must be supplied. If you are wanting to color a word there is a good chance that there might be a key phrase already defined for it, like a status effect (see below) so use those instead.

### KeyPhrase

Key phrases which should read or display a tooltip in the same way across all pages should use this template. Many have already been added, for example all of the status effects use this template (except the Extraction ones which aren’t added yet) as well as words like “Cover”, “Chase” and others.
Some Freelancers have phrases which are used over and over again in their page so you can think of this as a local key phrase of sorts. In these examples rather than creating a whole new template we can add a variable to the top of the page so you can use it multiple times and try to use the {{KeyPhrase}} template in order to add clarity.
Here is an example of adding a key phrase to a freelancer’s page, taken from Kaigin’s page (comments in << and >>):

`{{#vardefine:VoidMarked| <<Variable defined and named "VoidMarked">>

{{KeyPhrase <<Start of KeyPhrase template>>

If an enemy is already {{Gold|void marked}} deal an additional {{Gold|10}} damage to them.}} <<The content describe what the key phrase means>>
}}`

It yields the following:

## Status Effects

Use the following templates anywhere an ability would reference a status effect:

If the text that should be displayed is different than the actual name of the status effect then the Text parameter should be supplied (it is the first parameter). For example if it was supposed to read "invisibility" instead of "Invisible" then you can do the following {{Invisible|invisibility}} so that the text will actually read

.

## Freelancer

### Guidelines

When editing a Freelancer the text on the wiki should match the text in the game exactly, with the only exception being the casing of status effects (i.e. in the game it could say "weak" but on the wiki "Weak" would be acceptable). When filling out mods the format should be that mods are ordered first by cost and second alphabetically (so the lowest cost mods are listed first and among each cost they are sorted alphabetically).

### FreelancerThumb

This will generate a thumbnail from the supplied name. These are used on the home page and the Friend/Rival section of the lore.

### Friend

Generates a friend entry. The name passed in should be a Freelancer name, the description should be text that can include templates or html.

### Rival

Generates a rival entry. The name passed in should be a Freelancer name, the description should be text that can include templates or html.

### Freelancer\_Infobox

When filling out the Freelancer\_Infobox, which is the main template used for Freelancers, don't worry about the skins (for now) because what size the images should be isn't established yet. Also, if a template is missing any fields you will need to add them manually, for example the Mod Type field is missing from many Freelancers currently. You would add a field like this:

The valid values for a mod type are Bad Status/Cooldown/Damage Up/Effect Size/Energy/Good Status/Heal/Range Up/Shield Up/Special/Target Increase and the corresponding images can be found here: Category:Mod Icons.

## Pulling it all together

The following is the template used on Kaigin’s page along with some documentation to help you out. Any text inside of << and >> is comments from me to help explain what is going on. If something is every not working check Kaigin’s page to see if this documentation is outdated:

<code>
{{KeyPhrase
If an enemy is already {{Gold|void marked}} deal an additional {{Gold|10}} damage to them.}}
}}
</code> <<The preceding is an example of where we want to use the same text over and over again so we create a variable to allow us to not have to clutter up the page. The syntax for defining a variable is as follows: {{#vardefine:VariableName

{{Infobox Freelancer

You can move after dashing.

{{Passive}}: Whenever damage is dealt to an enemy they are {{#var:VoidMarked}}. If an enemy is already {{#var:VoidMarked}} deal an additional {{Gold|10}} damage to them.

**KNOWN FOR**:Eliminating an A.I. created by GAIA and living to tell the tale.

**WEAPONS**:None you'll see until it's too late.

Like Asana, Kaigin is believed to have been a subject of "Project Nidus," an Omni initiative focused on producing warriors capable of wielding weapons created by GAIA, the A.I. who built and maintained the Reactors. The nanite infusion he received from Nidus gave him the unique ability to warp through the Reactor's energy fields; however, it is also said to have rendered him sightless. Still, his deadly accuracy with both daggers and shuriken indicate that his lack of eyesight has not hindered him.

It should be noted that his unexpected emergence as a "self-funded" Freelancer was met with heavily upgraded security in both the Reactor and at Omni-Plex. In particular, new devices were placed around the Reactor specifically to deter teleportation. While correlation does not imply causation, this "coincidence" has many citizens wondering why.

{{Skin|Blackout|C}}
{{Skin|Scorched|R}}
{{Skin|Dragonscale|R}}
{{Skin|Vapor|R}}
{{Skin|Blood Sport|R}}
{{Skin|Stoic|M}}
{{Skin|Golden Age|L}} <<Even though the skin format isn’t 100% complete, if you desire to fill this out go ahead! The first parameter is the name of the skin and the second is it’s rarity. For the rarity you can either enter the actual name (Common, Uncommon, Rare, Epic, Legendary, Master) or simply the first letter of the rarity name>>
}}