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PrefixNamespace IRI
n6http://dbkwik.webdatacommons.org/ontology/
dctermshttp://purl.org/dc/terms/
rdfshttp://www.w3.org/2000/01/rdf-schema#
n2http://dbkwik.webdatacommons.org/resource/Io_svkXc4vVCJbSdDAqBPg==
n5http://dbkwik.webdatacommons.org/resource/v6AbdUBJvZ3j3gyd8BnBSg==
rdfhttp://www.w3.org/1999/02/22-rdf-syntax-ns#
xsdhhttp://www.w3.org/2001/XMLSchema#
Subject Item
n2:
rdfs:label
Strife alarm
rdfs:comment
The alarms in Strife are simply a notice for enemies. They are normally activated after the player fires a non-stealth weapon, which is any weapon besides the fist and the poison arrows. The alarm will sometimes start due to an alarm trigger (often a green doorframe, or going through a yellow doorframe without a uniform). Wherever an alarm goes off, nearby Acolytes and Templars are alerted to the player's presence and attack, while shopkeepers shut their shops. Robotic enemies such as the Stalker and Crusader attack regardless of whether the alarm is active.
dcterms:subject
n5:
n6:abstract
The alarms in Strife are simply a notice for enemies. They are normally activated after the player fires a non-stealth weapon, which is any weapon besides the fist and the poison arrows. The alarm will sometimes start due to an alarm trigger (often a green doorframe, or going through a yellow doorframe without a uniform). Wherever an alarm goes off, nearby Acolytes and Templars are alerted to the player's presence and attack, while shopkeepers shut their shops. Robotic enemies such as the Stalker and Crusader attack regardless of whether the alarm is active.