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Editing Metal

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*''Combat information'' is used internally by the game to determine the [[material science|combat properties]] of weapons and armor made from this metal:
 
*''Combat information'' is used internally by the game to determine the [[material science|combat properties]] of weapons and armor made from this metal:
*:'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration. Denser armor absorbs more force from being transmitted through it as well, though low elasticity is much more reliable protection. Value shown here is g/cm<sup>3</sup>, which is the raw value divided by 10<sup>3</sup>
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*:'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration. Value shown here is g/cm<sup>3</sup>, which is the raw value divided by 10<sup>3</sup>
 
*:'''Impact yield''': Used for blunt-force combat; ''higher'' is better for weapons, but ''lower'' is better for armor. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).   
 
*:'''Impact yield''': Used for blunt-force combat; ''higher'' is better for weapons, but ''lower'' is better for armor. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).   
 
*:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 
*:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).

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