recursal/Fanatic-Fandom huggingface dataset:
MOBA Veteran Guide

This guide serves as an introduction to specific mechanics inside Circuits and Shields, and is simply a summary that contains references to the main page of each mechanic. It will introduce new features as well as compare features to current popular MOBAs, namely League of Legends, Heroes of the Storm, and DotA2. Note, this guide assumes you're new to Circuits and Shields, but not MOBAs. If you're new to MOBAs, visit the New Players Guide

## Summary of Changes

Circuits has a few universal mechanics that differ from typical MOBAs. Click on the page redirect under each summary to be taken to the main page:

* Last Hitting features an assist mechanic. So long as your damaging attack reduces the enemy minion's HP to a certain threshold, it will execute the minion and count as a last hit and reward gold. Note, this assist mechanic does not work on Jungle or Super minions..
* Base Stats scale based on a percentage modifier. If your percentage modifier is 5% for HP, you gain 5% of your total HP each level. Regeneration stats do not scale per level and work on a percentage rather than a value, i.e. 2% health regeneration, not 50 HP per second.
* Additive vs. Multiplicative: All stats are additive. This means if you have two items, one giving 10% Armor Pierce and another giving 20% Armor Pierce, you have 30% armor pierce. There are no stats that are multiplicative.
* Stat Maximums: Some stats, like Cooldown Reduction, are capped at maximum values.
* Augment Tree: This is the ability leveling system used inside the arena. It can somewhat be compared to "Masteries" from League of Legends or "Perks" from Heroes of the Storm.
* Items: There are no recipes for items; all items work as tiers from T1 to T3, with T3 generally providing a major enhancement effects.
* Inventory: Your champion has 1 "Mind Implant" (i.e. role item) slot, 1 "Body Implant" (i.e. boots) slot, and 4 equipment slots.
* Arenas: Circuits has multiple map types, each with varying objectives.
* Headquarters, located outside of a match, uses two forms of currency, basic currency ("Honor", earned through playing) and real currency ("Glory", cash shop).
* Matches use two forms of currency, Gold and Favor. Gold is used to purchase items similarly to other MOBAs, while Favor is used for team-style buffs and items.
* Banning works by all players nominating two choices for champion bans simultaneously. These choices are assigned points and the top two point earner champions are banned.
* Some champions have activatable passives. These are bound by default to the 'T' Key.
* All abilities except for your ultimate are available at level 1.
* Abilities automatically gain power per champion level, not spell level. Additionally bonuses for abilities are handled through the Augment tree.
* Abilities like Blink/Flash, Teleport, Heal, and Cleanse are built into items, either on equipment, your implants, or as purchasable consumables.
* Certain game modes and maps may have different champion stats/items for balancing purposes. If changes are not explicitly stated, the default should be assumed. Specifics can be found on that Arena's page.
The Arena

**The Arena** is the city’s crowning achievement. Surrounded by adoring fans, the arena grounds have held many an epic battle. A “shifting sands” of sorts, the arena grounds are configured with the ability to change shape, molding itself into different battlefields for the games to take place.

## Battlefields

* Capture the Flag
* Circuitball
Arenas

Circuits features multiple Arenas, each with varying objectives and gameplay. Each game that takes place inside an arena is often referred to as a "Match".

Each arena has its own set of rules and guidelines, though all major formulas and interactions stay the same. Often times, champion stats or items available will change slightly based on the arena. These changes are highlighted specifically in the arena details. If no changes are highlighted, it can be assumed that that Arena uses the default configuration for champions and Items.

## Circuitball

Circuitball is a unique 5v5 game mode where two teams must work together to get the Circuitball into the enemy team’s “endzone”. The ball spawns in the middle of the map and can be carried, passed, or intercepted, requiring players to combine traditional MOBA team-fighting with coordinated strategy to score points.

## Standoff

Standoff is a 5v5 single lane map similar to "ARAM" style maps from other MOBAs. The primary objective is to destroy the enemy team's main structure. Minions spawn at each team's base and charge toward the other side every interval. Each team has 2 towers as well as a "barracks" structure that upon destruction grants the opposing team "super" minions. Single-lane has two variants, a blind pick draft and an all random mode.

## Siege

Siege is a 5v5 map featuring two phases, an attack sequence and a defense sequence. Each side has various strategies at their disposal, each involving playing around map objectives and their allied minions and generals. Players can utilize neutral jungle minions, build siege engines, sabotage walls and forests, or just brute force down the gate with classic team-fighting and pushing. After winning the attack phase or time expiring, the teams switch sides, with the team completing the siege the fastest being declared the winner.

This map is currently in concept stage and will not be present for Kickstarter.

## Standard MOBA Map (Unnamed)

The traditional 5v5, three-laned map featuring AI-controlled minions pushing in waves with the ultimate goal being the destruction of the enemy main structure. In Circuits and Shields, our "standard MOBA map" comes with multiple twists. Located around the map are multiple neutral objectives beyond basic jungle minions, including capture-and-hold territories, recruitable neutrals, and even map-shifting events. Our most notable twist is what we call "environmental drafting", where during champion draft, teams also vote/draft environmental pieces. As your team composition evolves, the map and therefore your strategy dynamically builds based on your choices.

This map is currently in concept stage and will not be present for Kickstarter.
Blessings

Blessings are purchasable buffs or events for your team. This page discusses how blessings work and their specific mechanics. For a list of all blessings in Circuits and Shields, visit: Blessings List.

For items bought with Gold, see Items or Items List

## Favor

Blessings are purchased with Favor. Favor is earned automatically throughout the match. Additional favor can be earned through objective completions/events.

All players on a team will earn the same amount of favor each game, no individual favor is rewarded. Players can "delegate" their favor to other members of the team to allow a single member on a team to handle all Blessing purchases. Players can also pool favor toward a certain blessing (i.e. Player 1 has 500 favor and wants to purchase a blessing worth 1000 Favor. Player 1 can contribute his 500 favor to the blessing which will remain there until other teammates pool enough to reach the 1000 mark).

## Blessing Types

* Buffs: Buff Blessings give your entire team a stat buff for X duration. These range from a 20% movement speed buff to 50% increased damage.
* Events: Event Blessings involve some one-time action occurring in the arena, whether that is a global arena effect or in a concentrated area.
* Assist: Assist Blessings give your team an AI controlled unit that charges down a pre-determined path, eliminating enemies it encounters.
* Other: Other Blessings are blessings that don't fit into an existing category, usually performing some special function.

XYZ any other types?

## Example Blessings

* Shallow Grave: The next 5 players to die will have their death timers reduced by 25%.
* Medicine Ball: Players carrying the Circuitball are slowed by 20% for the next one minute.
* Battle Royale: After a 30 second delay, all players are teleported to a constantly shrinking Colosseum type Arena where both teams will battle until one emerges victorious. The winning team earns 300 gold per player.
* Bodyguard: The purchasing player receives a one-time use item that can be cast in a location, summoning an AI controlled Archangel that patrols the nearby area and attacks any enemies that enter.

## Blessing Mechanics

* Blessings can be purchased anywhere on the map, they do not require you to be inside the base. The majority of blessings do have a delay before activating (to prevent purchasing buffs right before/during a major fight)
* Blessings can and often will affect both teams.
* Some blessings will disable purchasing new blessings temporarily. For example, buying a large Buff Blessing will disable purchasing new Buff Blessings for the duration. Disables are noted on tool tips. This is to prevent purchasing a mass amount of blessings at one time.
* Blessings have a cooldown after being purchased. They must recharge until they will be up for purchase again. Some share a cooldown with others.
* XYZ
Circuits and Shields Wiki/Top section

Welcome to the Official *Circuits and Shields* Wiki
The *Circuits and Shields* guide for Champions, Items, Arenas and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

About Circuits and Shields

**Circuits and Shields** is an upcoming free to play MOBA (Multiplayer Online Battle Arena) style game on PC being developed by a self-funded small indie team with members all around the world using Unreal Engine 4 (UE4). Players form a team and choose from a list of exciting Champions, each with their own unique play styles and abilities, charging into battle enemy teams in an array of objective-based Arenas.

Champions

Arturio

Domino

Hamon

Ink

Jan Itor

Jet

Max

Presto

Solomon

Sunny

Toro

Vexa

Content

What is Circuits?

New Player Guide

MOBA Veteran Guide

Mechanics

Champions

Items

Arenas

Arenas

Lore

Esports
Capture the Flag

**Capture the Flag** is one of the battlefields in the game Circuits and Shields.

## Mechanics

This symmetrical battleground houses two bases and “end zones” for two teams of five. The teams will battle over either a flag or a “circuitball”. Capture the flag is simple, make your way into the enemy base, take their flag, and return it to your own base.
Champions

Champions are unique playable characters in Circuits and Shields. Players select a champion to play before a match begins, and then use that hero inside an Arena to bring victory to their team. Champions are members from multiple races, all brought (or were already there) into the Avos realm to compete in various objective based Arenas in hopes of receiving their reward. You can find more information about champions on their specific pages or more about their collective motivations on the Lore page.

Champions are divided by what race they belong to, that is, Humans, Machina, Fabled, Avos, and Other.

## Abilities

Champions usually have three core abilities, one ultimate, and one passive. Core abilities are available at level 1 while ultimates are usually unlocked at level 6. In addition, some champion's passives are able to be activated, giving them a fifth ability. Throughout the match, these abilities can be enhanced through the Augment Tree.

## Human

 Arthur
 Ink
 Jet
 Presto

## Machina

 Domino
 Jan Itor
 Toro
 Vexa

## Champion Table

XYZ Future table of all champions and base stats
Barracks (Building)

These features only exist in older, outdated versions of Towns.

The **Barracks** was a building that allowed the player to recruit Soldiers.

Barracks have been removed in Towns Alpha 0.42.

## Requirements

It required 4 stone to create, and could be placed on any 3x3 square of flat terrain other than water.

## Usage

When placed, it enabled the option for Civilians to be converted into Soldiers (and vice-versa) by right-clicking on them and selecting "Convert to Soldier" (or "Convert to Civilian", to change them back).

Each barracks could support 5 soldiers. Once you had converted 5 civilians, you would have needed to build another barracks to train more.

Right-clicking the barracks and turning on "automatic mode" did nothing, but it had been confirmed that it would do something in the near future. Turns out, he was wrong.

## References

1. ↑ SphaZ on official forums: http://www.townsgame.com/forums/viewtopic.php?f=8&t=811#p5113
Arena/en

The **Arena** zone is a place for Badgers to fight for the Townsfolk and Heroes entertainment.

## Usage

Colored Badgers can only be created in this zone. Colored badgers will fight badgers of other colors. If Balconies are placed directly next to the Arena zone, Townsfolk can stand and watch the badgers fight, increasing their happiness.

### Images

Other languages:* Deutsch
* English
* Nederlands
* français
* русский
* 中文（简体）
* 한국어
Commands/de

**Befehle** werden den Stadtbewohnern über die untere Leiste gegeben. Sie erlauben die Vergabe von Massenbefehle. Wenn ein Befehl ausgewählt ist, sei es graben oder eine Zone erstellen, wird er auf der oberen rechte Ecke dargestellt.

## Ernten

Ernten befiehlt deinen Einwohner alle Früchte in einem festgelegten Bereich aufzusammeln, sei es von Obstbäumen oder Kakteen.

## Hacken

Erteilung eines Hacken-Befehls wird allen Einwohnern sagen für Holz alle Bäume in einem festgelegten Bereich zu fällen. Dieser Befehl wird Obstbäume auslassen bis sie geerntet wurden.

## Schneiden

Das Schneiden einer Fläche wird die Einwohner anweisen alle Büsche in dem Bereich zu entfernen. Beachte, dass Bäume aus Büschen wachsen, deshalb tue dies nur in Bereichen die du wirklich sauber halten möchtest!

## Graben

Graben ist fast das gleiche wie Schürfen, nur das die Bewohner einen Block nach unten graben. Der Befehl "Grabe Leiter" im Rechtsklickmenü wird zuerst ein Loch graben und dann eine Treppe hineinsetzen. Diese Befehle sind grün hervorgehoben.

## Schürfen

Schürfen lässt die Bewohner Blöcke entfernen und die Mineralien darin gewinnen. Schlamm kann aus Dreck gewonnen werden, Eisen aus Eisenblöcke, etc. Der Befehl ist für die sichtbare Ebene und ist gelb hervorgehoben.

## Pflügen

 Es können Gras, Sand, Schnee sowie Dschungel gepflügt werden. Dabei entsteht Humus, Die Basis für alle Farmen und Plantagen. Humus kann durch rechtsklick wieder "entpflügt" werden. Kleiner Tipp: Bei gleichzeitigem Drücken von Shift kann man danach grosse Fläche "entpflügen".

## Entfernen

Es können nur bestehende Gerüste entfernt werden. Wenn das unterste Gerüst entfernt wird, fallen die oberen herunter, wenn sie nicht an einer Wand stehen. Das erlaubt das Entfernen von allen Gerüsten, ohne die sichtbare Höhe zu ändern.

## Abbruch

Abbruch befehle sind so einfach wie das Entfernen von Gerüsten, einfach ein Feld über alle abbzubrechende Befehle ziehen. Die Stadtbewohner werden zwar an die Stelle gehen, wenn sie bereits unterwegs sind, werden aber den Befehl dann ignorieren und einem neuen Befehl nachgehen. Befehle wie Graben und Pflügen können auch dann beendet werden, wenn die Bewohner bereits angefangen haben.

### Images

Other languages:* Deutsch
* English
* français
Circuits and Shields Wiki/Bottom section

Wiki

Help Wiki

General Help

Getting Started

Editing pages

New pages

Moving pages

Basic images

Links

Community

Register

How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Buildings.xml

Main / Modding / **Buildings.xml**

Buildings Tags

```
 <buildings>
 </buildings>

```

Building ID Tags

```
 <ID>
 </ID>

```

You normal put a word like pigfarm, or cowfarm instead of "ID".

Desription Tags

```
 <descrition esES="XX"></description>

```

Change XX to the Spanish word(s) for your description, that goes between the tags.

Width Tags

Height Tags

Ground Data Tags

Type Tags

Built Underground Tags

Must Build On Tags

Prerequisite Tags

Automatic Tags

Mine Terrain Tags
Dining Room/nl

De '**Eetkamer** is een zone die stedelingen een eetplaats aanbied.

## Gebruik

Als stedelingen honger hebben, halen ze voedsel op en bezoeken ze de Eetkamer om het te consumeren. Dit zorgt ervoor dat de blijheid van de stedelingen meer stijgt dan dat ze ergens anders eten.

## Vereisten

De Eetkamer vereist ten minste 3x3 tegels. Meubel zoals tafels en stoelen kunnen in de kamer geplaatst worden om de gelukkigheid te verhogen. Een Eetkamer met muren kan de gelukkigheid nog meer verhogen.
Anvil/nl

Een **Aambeeld** is een utiliteit die gemaakt en geplaatst kan worden.

## Gebruik

Een Aambeeld kan geplaatst worden in een Forge zone en staat toe het creëren van de Smelter en andere geavanceerde metalen items.

## Benodigdheden

Een Aambeeld heeft 1 paar tongs, 1 ijzer en 1 stenen hamer nodig om gemaakt te worden. Het moet gemaakt worden op een Mason's Bench. Je kan er ook een kopen van een Dwarven Caravan.
Het kan alleen geplaats worden in een Forge zone.

Other languages:* Deutsch
* English
* Nederlands
* français
* русский
* 中文（简体）
* 한국어
Controls/en

The **controls** of Towns are currently unchangeable. While this may be changed in later releases, for now it is worth learning the basic controls.

**Arrow Keys/WSAD** - Navigate around the map.

**R/E** - Cycle through Townsfolk (useful for finding lost/fighting Townsfolk).

**H** - Cycle through Heroes

**Q/C** - Cycle through floors.

**Shift** - Hold down while placing items to place multiple copies. Similarly, holding while placing zones or orders (such as harvest/chop/etc) allows you to select multiple areas. When using the production menu, holding shift while selecting quantities will increase or decrease orders by 5.

**Ctrl** - Toggles transparency for walls and buildings.

**T** - Toggles the flattening of terrain, flora and buildings near the mouse cursor.

**Z** - Toggles global terrain, flora and building flattening.

**Space** - Pauses/unpauses the game.

**F2** - Opens the Production Menu.

**F3** - Opens the Priorities Panel.

**F4** - Opens the Caravan menu.

**F11** - Toggles Fullscreen mode.

**G** - Toggles Grid.

**+/-** - Toggles Game Speed.

**ESC** - Brings up the system menu (settings in tooltip) to save, save and quit, just quit, options and cancel to get back into the game

<langauges/>
Arena/zh-hans

The **Arena** zone is a place for Badgers to fight for the Townsfolk and Heroes entertainment.

## Usage

Colored Badgers can only be created in this zone. Colored badgers will fight badgers of other colors. If Balconies are placed directly next to the Arena zone, Townsfolk can stand and watch the badgers fight, increasing their happiness.

要求
--

竞技场需要至少3x3的空间来搭建。

### 图片

Other languages:* Deutsch
* English
* Nederlands
* français
* русский
* 中文（简体）
* 한국어
Combat

Other languages:* English
* русский

**Combat** in Towns is currently very basic and largely automatic.

## Engaging

There are currently two ways to engage combat:

* Have a civilian get within close proximity (line of sight) of a hostile.
* Create soldiers and if there is any way for them to reach and engage hostiles, they will.

Engaging is an automatic feature, there is currently no way to tell Townsfolk to disengage.

Creating mobs of towns folk is currently one of the fastest way of clearing areas of the dungeon, and also the safest as, unlike soldiers, civilians with low health will occasionally retreat. By giving an order to mine or dig a large area, the civilians will become clumped together while engaging, making combat easier.

With a population of 30+, it is possible to clear even high levels of the dungeon. However, the deepest levels will still be a huge challenge.

## Fights

Fighting is entirely automatic. The two combatants will strike as often as they can until the death. How often they hit and how much damage they do is entirely based on their statistics. There is no way to stop a fight once it has begun.

## Aftermath

After a fight, if the Townsfolk is the victor, they will do one of several actions:

* If another enemy is within their line of sight, they will engage them.
* If they are below a certain threshold of health, they will retreat to a Hospital, if available.
* If they are hungry or tired, they will retreat to eat or sleep.
* If none of these occur, they will pick up the next available action (hauling, mining, etc).

Note that soldiers will only retreat to Hospital once no more hostiles are available. However they will retreat to eat and sleep if no enemies are within their line of sight.

## Fighting Formula

The current fighting formula, as of 0.39.2, is as follows:

```
if attack = defense -> you have a 50% chance to hit.
if attack > defense -> you have more than 50% chance to hit, up to 95%
if attack < defense -> you have less than 50% chance to hit. With a 5% minimum chance
```

## References

1. ↑ Posted by supermalparit on Tue Jan 17, 2012: http://www.townsgame.com/forums/viewtopic.php?f=13&t=534#p2998
Commands

**Commands** are orders given to your Townsfolk via the bar at the bottom of the screen. They allow for quick mass tasks to be issued. When an order is selected to be issued, be it mining, placing a stockpile or putting down a storage barrel, the order will appear on the top right hand side of the screen and labeled your order.

## Harvest

Harvest orders your Townsfolk to pick all fruit in a given area, be it from fruit trees or cacti.

## Chop

Issuing a chop command will tell all Townsfolk to chop all trees down for wood in the specified area. This command will skip fruit trees unless they have been harvested and bear no fruit.

## Cut

Cutting down an area will instruct Townsfolk to remove all bushes in the area. Keep in mind that trees grow from bushes, so only do this in areas you really want to keep clear!

## Dig

Digging is almost the same command as mining but Townfolk will dig one block below the current level. Right clicking and selecting "Dig ladder" will first dig a hole and then replace it with a set of stairs. Dig commands are outlined green.

## Mine

Mining allows your Townsfolk to remove adjacent tiles and harvest the minerals within. Mud can be mined from dirt, iron ore from iron tiles, etc. The order is issued on blocks of the same level and is outlined yellow.

## Till

Tilling grass causes it to turn into humus, the basis for all farms and plantations. Humus can be reverted back to grass by right-clicking and selecting un-till.

## Delete

Delete commands can only be issued on existing scaffolding. If used on the lowest scaffold, the others above will succumb to gravity and fall downwards, allowing you to delete them all without changing levels.

## Cancel

Cancelling issued commands is as easy as using the Cancel command and dragging the box over any tiles you've previously issued commands on. Townsfolk will still come if they're already on the way, but once they get to the tile, they will ignore it and take up a new action. Commands like digging and tilling can be cancelled even if the townsfolk has started the task.

### Images

Other languages:* Deutsch
* English
* français
Forge/en

The **Forge** zone is a place for Townsfolk to craft items out of metal ore.

## Usage

When an Anvil and Smelter are created and placed inside the zone, Townsfolk can craft advanced metal items and tools such as advanced weapons and armor, as well as kitchen stoves and cooking bowls. An Itesmithy can also be placed inside to enable the construction of ITE based items.

## Requirements

A Forge zone requires at least a 3x3 tiled zone. Anvils, Smelters and Itesmithies can be placed inside the zone to unlock further crafting recipes. Having the Forge zone above-ground and surrounded by walls will increase the efficiency of the Townsfolk working within.

### Images

Other languages:* Deutsch
* English
* русский
Atelier/en

The **Atelier** zone is a place for Townsfolk to craft colors, hides and vanity items (hats).

## Usage

When a Color Mixing Bench and Hide Skinning Table are created and placed inside the zone, Townsfolk can craft colors out of flowers and hides out of animals. The purpose of an Atelier is to create vanity items such as hats.

## Requirements

An Atelier zone requires at least a 3x3 tiled zone. Color Mixing Benches and Hide Skinning Tables can be placed inside the zone to unlock further crafting recipes. Having the Atelier zone above-ground and surrounded by walls will increase the efficiency of the Townsfolk working within.

### Images

Other languages:* Deutsch
* English
* français
* русский
* 中文（简体）
Baker's Table/en

The **Baker's Table** is a utility that can be crafted and placed.

## Usage

The Baker's Table can be placed in the Bakery zone and, along with the Baker's Oven, allows the crafting of flour based food items.

## Requirements

The table requires 2 wood to be crafted. It must be crafted on an Carpentry Bench.
It can only be placed within a Bakery zone.

Other languages:* Deutsch
* English
* français
* 中文（简体）
Arena/ko

**Arena** zone 은 Badger(오소리)끼리 싸우는 경기장입니다. Townsfolk과 Heroes 들이 와서 여흥을 즐길 수 있는 장소입니다.

Colored Badger는 이 구역에만 놓을 수 있습니다. Colored badgers는 다른 색의 badgers 와 싸움을 벌입니다. 만약 Arena 구역에 인접해서 Balconies를 설치하면, 주민들이 와서 오소리들의 싸움을 관전할 수 있습니다. 이때 그들의 happiness가 증가합니다.

### Images

Other languages:* Deutsch
* English
* Nederlands
* français
* русский
* 中文（简体）
* 한국어
Bakery/en

The **Bakery** zone is a place for Townsfolk to craft flour based food items.

## Usage

When a Baker's Table and Baker's Oven are created and placed inside the zone, Townsfolk can craft flour based food items such as Bread and Apple Pies.

## Requirements

A Bakery zone requires at least a 3x3 tiled zone. Baker's Tables can be placed inside the zone to allow Townsfolk to prepare flour, and a Baker's Oven can be added to allow the cooking of the prepared meal. Having the Bakery zone above-ground and surrounded by walls will increase the efficiency of the Townsfolk working within.

### Images

Other languages:* Deutsch
* English
* français
* 中文（简体）
File Layout

Main / Modding / **File Layout**

## File Layout

* <install\_dir>
	+ data
		- audio
		- campaigns
		- graphics
			* buildings.png
			* items.png
			* living.png
			* special.png
			* terrain.png
			* ui.png
		- languages
		- actions.xml
		- building.xml
		- campaigns.xml
		- gen\_dungeons.xml
		- gen\_items.xml
		- gen\_livingentities.xml
		- gen\_map.xml
		- items.xml
		- livingentities.xml
		- menu.xml
		- menu\_productions.xml
		- menu\_right.xml
		- names.xml
		- prefixsuffix.xml
		- terrain.xml
		- zones.xml
	+ graphics.ini
Atelier

The **Atelier** zone is a place for Townsfolk to craft colors, hides and vanity items (hats).

## Usage

When a Color Mixing Bench and Hide Skinning Table are created and placed inside the zone, Townsfolk can craft colors out of flowers and hides out of animals. The purpose of an Atelier is to create vanity items such as hats.

## Requirements

An Atelier zone requires at least a 3x3 tiled zone. Color Mixing Benches and Hide Skinning Tables can be placed inside the zone to unlock further crafting recipes. Having the Atelier zone above-ground and surrounded by walls will increase the efficiency of the Townsfolk working within.

### Images

Other languages:* Deutsch
* English
* français
* русский
* 中文（简体）
Anvil

The **Anvil** is a utility that can be crafted and placed.

## Usage

The Anvil can be placed in the Forge zone and allows the crafting of the Smelter and other advanced metal items.

## Requirements

The Anvil requires 1 pair of tongs, 1 iron and 1 stone hammer to be crafted. It must be crafted on a Mason's Bench. You may also buy one from Dwarven Caravans.
It can only be placed within a Forge zone.

Other languages:* Deutsch
* English
* Nederlands
* français
* русский
* 中文（简体）
* 한국어
Fishing set/en

The **Fishing Set** is a utility that can be crafted and placed.

## Usage

The Fishing Set can be placed next to water to allow townies to fish for Raw Fish. Also increases the happiness of townies who use it.

## Requirements

The set requires 1 wood and a wooden bucket to be crafted.
It has to be placed right next to water for it to work.

Other languages:* English
Forge

The **Forge** zone is a place for Townsfolk to craft items out of metal ore.

## Usage

When an Anvil and Smelter are created and placed inside the zone, Townsfolk can craft advanced metal items and tools such as advanced weapons and armor, as well as kitchen stoves and cooking bowls. An Itesmithy can also be placed inside to enable the construction of ITE based items.

## Requirements

A Forge zone requires at least a 3x3 tiled zone. Anvils, Smelters and Itesmithies can be placed inside the zone to unlock further crafting recipes. Having the Forge zone above-ground and surrounded by walls will increase the efficiency of the Townsfolk working within.

### Images

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Baker's Oven/fr

The **Four à pain** est un utilitaire qui peut être fabriqué et placé

## Utilisation

Le Four à pain peut être placé dans une zone de Boulangerie et permet la cuisson de nourriture à base de farine, après avoir été préparée à une Table de boulanger.

## Exigences

Le Four à pain requiert 2 pierres pour être créé. Il doit être fabriqué sur une Table de maçonnerie. Il peut uniquement être placé dans une zone de Boulangerie.

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Color Mixing Bench

The **Color Mixing Bench** is a utility that can be crafted and placed.

## Usage

The Color Mixing Bench can be placed within an Atelier zone. Its only purpose is the production of Colors: either turn flowers or gel to 'base' colors or mix base colors to create 'mixed' colors.

## Requirements

The bench requires 2 wood but doesn't require any utilities. It can only be placed inside an Atelier.

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Arena/de

Die **Arena** Zone ist ein Gebiet, in dem Dachse zur Unterhaltung der Stadtbewohner und Helden kämpfen.

## Usage

Colored Badgers can only be created in this zone. Colored badgers will fight badgers of other colors. If Balconies are placed directly next to the Arena zone, Townsfolk can stand and watch the badgers fight, increasing their happiness.

## Voraussetzungen

Eine Arena benötigt mindestens eine 3x3 Kästchen große Zone.

### Bilder

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Food/de

**Food** is a very important part of making a successful town. Townsfolk require it to survive, and if they go too long without it, their movement and work speed will slow down and eventually they'll starve to death.

## Hunger

As your Townies do things, be it mining, farming, fighting or just standing around, they will eventially get hungry. If they are not fed, their movement and work speed will slow down and eventually they'll starve to death but this usually takes around two in-game days. The lowest movement speed they can reach is 20% of the standard speed.

Food is used to keep your Townies going at top speed. Food has several statistics, or parameters. These are:

* Name = Name of the food.
* Edible = If the food is edible or not.
* Food value = How likely a Townsfolk will be to eat the specified food, the higher the more likely.
* Fill % = The percentage of hunger that is filled by the food.
* Time to eat = How long it takes to eat the specified food. The higher the time, the longer they take to eat it.

## Types of Food

Food can be easily split into two types:

* Prepared Food
* Raw Food

Different foods provide different amounts of nourishment: a Meat Pie fills up a Townsfolk's belly for longer than a single Apple.

A starving Townsfolk will eat raw food, but it will not keep them full long. Cooking food at a Bakery or a Kitchen first is heavily recommended.

## Feeding the Populace

There are several early-game methods to feeding your populace.
Arguably the easiest and most long-lasting is to create a working Bakery chain. Another alternative, is making omelets.

### Baking

This involves the following:

* Harvesting Wheat from Wheat Farms.
* Grinding wheat into Flour at a Mill.
* Baking the flour into Bread at a Bakery.

This can be queued in the auto-production menu: click the center button to bring the menu up, then click Food, followed by Baking. For more information on the auto-production menu, please see the relevant article.

More advanced baking requires fruit from Trees and raw meat from Livestock.

### Milk

You can also queue up orders to harvest Milk from cows, doe, and unifallow. This milk can be used in other recipes, or just drunk straight - it even fills up quite a lot of hunger. Building many Cow Farms is a legitimate early-game tactic to combating hunger.

### Cooking without Iron

Building many Cow or Pig Farms then cooking their raw meat on a Cooking Fire is another early-game tactic. The fires require Flint, which is found by mining Gravel, which can be found early on by rivers/lakes.

Building a Kitchen with a Butcher Table inside is easily accomplished early-game, and will allow you to queue up orders to harvest the meat from the animals you farm.

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Category:Food
Dining Room

The **Dining Room** is a zone that provides Townsfolk a place to eat.

## Usage

When hungry, Townsfolk will automatically fetch some food and visit the Dining Room to consume it. This increases happiness more than if they were to eat elsewhere.

## Requirements

The Dining Room requires at least a 3x3 tiled zone. Furniture such as tables and chairs can be added to increase happiness. Having the Dining Room above-ground and surrounded by walls may further augment the happiness gained.

### Images

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Containers/en

**Containers** are an alternative storage system to stockpiles. Each container, regardless of type, can hold up to 10 items , but only take up 1 tile of space.

All containers require 3 wood to make, and are crafted on a Carpentry bench and Wood detailer. If you have containers enabled on certain stockpiles, you may order some from the Production Menu and townsfolk will place the container on the stockpile without destroying the stockpile itself.

### Raw Materials Barrel

Raw Materials Barrels can store any raw materials, vanity and death related items (bones, human corpse, etc).

### Raw Food Barrel

Raw Food Barrels can be used to store any kind of raw food as well as flour and wheat.

### Prepared Food Barrel

Prepared Food Barrels can store any type of prepared food inside including fruit.

### Tool Chest

The Tool Chest is the place to store tools such as poison bottles.

### Decorative Chest

This chest isn't decorative at all, it's used for storing decorations.

### ITE Chest

This chest is used for storing ITEs for safe keeping.

### Weapon Cabinet

The Weapon Cabinet is used for storing all weapons, be they choppy, clubby or stabby.

### Armor Cabinet

The Armor Cabinet is used, unsurprisingly, for storing armor.

## Notes

1. ↑ The only exception is Gold and Silver which fills up 2 spots. In other words, you can only store 5 of each per barrel.

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Baker's Table/de

Der **Bäckereitisch** ist ein Utility/de, welches erstellt und platziert werden kann.

## Verwendung

Der Bäckereitisch kann in der Bäckerei Zone platziert werden und wird zusammen mit dem Backofen für mehlbasierte Speisen benötigt.

## Voraussetzungen

Der Tisch benötigt 2 Stück Holz für die Erstellung und muss auf einer Tischlerwerkbank erstellt werden.
Er kann nur in einer Bäckerei platziert werden.

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Cooking Fire

The **Cooking Fire** is a utility that can be crafted and placed.

## Usage

The Cooking Fire allows the cooking of meat based foods which have been prepared on a Kitchen Table, and has lower material requirements than the Kitchen Stove.
The fire is temporary, however, and will extinguish itself and disappear after a few minutes.

## Requirements

The Cooking Fire requires 1 wood and 1 flint to be crafted. It must be crafted partly on a Carpentry Bench and then on a Mason's Bench.
It can be placed on any flat tile.
Bakery

The **Bakery** zone is a place for Townsfolk to craft flour based food items.

## Usage

When a Baker's Table and Baker's Oven are created and placed inside the zone, Townsfolk can craft flour based food items such as Bread and Apple Pies.

## Requirements

A Bakery zone requires at least a 3x3 tiled zone. Baker's Tables can be placed inside the zone to allow Townsfolk to prepare flour, and a Baker's Oven can be added to allow the cooking of the prepared meal. Having the Bakery zone above-ground and surrounded by walls will increase the efficiency of the Townsfolk working within.

### Images

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Anvil/en

The **Anvil** is a utility that can be crafted and placed.

## Usage

The Anvil can be placed in the Forge zone and allows the crafting of the Smelter and other advanced metal items.

## Requirements

The Anvil requires 1 pair of tongs, 1 iron and 1 stone hammer to be crafted. It must be crafted on a Mason's Bench. You may also buy one from Dwarven Caravans.
It can only be placed within a Forge zone.

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Anvil/ru

**Наковальня** относится к группе Приспособления и может быть создана и установлена в соответствующее место.

## Использование

**Наковальня** устанавливается в зоне кузницы и позволяет создавать Плавильню и другие, более сложные изделия из металла.

## Требования

Для того, чтобы создать **Наковальню**, вам понадобятся 1 клещи, 1 железо и 1 каменный молот. Для создания так же необходимо наличие стола каменщика. Кроме того, возможно приобрести этот предмет у каравана гномов.
Для функционирования, постройка должна быть размещена в зоне кузницы.

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Decorations/en

**Decorations** are objects in the game world that increase the happiness of nearby citizens. Consider placing them in personal rooms, dining rooms and other frequently visited places. They can be ordered via the *Decorative* menu which can be accessed from the right side-bar.

## Colored Badgers

These are Badgers which have been colored either red, blue or green, are made in an Arena. If a colored badger is within the line of sight of a differently colored badger, they will automatically engage in combat. When a colored badger dies, they will drop bones and/or badger meat like a regular badger.

Bait

Bait is used to lure badgers to the location it is placed. It does not require any material or utilities to make.

## Items that negatively affect happiness

Human Corpse
When a Townsfolk dies, it leaves behind a grotesque human corpse. This corpse depresses the remaining Townsfolk, causing happiness to go down. It spawns stink clouds, which cause a further negative impact on happiness. It can be crafted into a grave or tomb, but if left too long will decay into human remains.
Stink Cloud
Stink clouds spawn from human corpses at a high rate. They reduce happiness, and can quickly multiply. They do eventually dissipate, but more will spawn so long as the human corpse continues to lie there.
Human Remains
If a Human Corpse is left to rot for too long, it decays into human remains. These remains have less negative impact on happiness, but they should still be dealt with by destroying it or crafting a grave or tomb. If left for too long, human remains have a high chance of spawning a Ghost of Past Heroes. They eventually rot to nothing, but this takes a very long time.
Purged Human Remains
As of v10 human remains will at some point no longer spawn Ghost of Past Heroes, and will show up as Purged Human Remains. They are identical in appearance to human remains. They are also one of the few materials that take up two units of space in the raw materials barrel.
## Notes

1. ↑ 1.0 1.1 Barrels and Chests do not work like containers.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 To create a Potted plant or a Miniature garden one of your citizens must retrieve a bush from the surrounding area.
3. ↑ Clocks can only be placed in Personal Rooms, Dining Rooms, Tavern Rooms and Taverns.
4. ↑ The *Gold statue of Nux, the god king* was named after forumgoer Nuxohiz, who was the first recorded person to reach a population of 200 (and provide proof!).

## References

1. ↑ http://www.townsgame.com/forums/viewtopic.php?f=15&t=723&p=5766#p5764
Arena/ru

Зона **арены** является местом боёв барсуков на радость горожанам и героям.

## Использование

Только здесь могут быть выпущены меченые барсуки. Меченые цветом барсуки будут биться с сородичами иных цветов. Если возле арены разместить зону балкона, горожане смогут наблюдать за зрелищем, что положительно скажется на их радости.

## Требования

Минимально необходимое для арены пространство составляет 3x3.

### Картинки

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Carving Bench/en

The **Carving Bench** is a utility that can be crafted and placed.

## Usage

The Carving Bench can be placed in the Carpentry zone and allows the crafting of bone items.

## Requirements

The bench requires 2 wood and 1 bone to be crafted. It must be crafted on an Wood Detailer.
It can only be placed within a Carpentry zone.

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Cooking Bowl

The **Cooking Bowl** is a utility that can be crafted and placed.

## Usage

The Cooking Bowl can be placed in the Kitchen zone and allows the cooking of soup and stew based food items. Dispite its use in food, Poison bottles can be crafted here which is a huge Occupational Health and Safety issue.

## Requirements

The Cooking Bowl requires 1 iron, 1 torch and 1 wood to be crafted. It must be crafted partly on a Smelter and then on an Anvil.
It can only be placed within a Kitchen zone.

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Effects

Any type of living entity can be affected by **Effects** including Townsfolk, Hostiles and Animals. Most effects are inflicted upon foes due to heroes' skills and Traps but some positive effects can be given to friendlies by heroes such as healing and attack aura. Additionally, if townsfolk consume Raw Foods, they gain the bellyache and slow effects.

### Damage

 **Effect** | The target gets hit by a trap, suffering damage.

 **Effect** | The target has a bellyache, suffering damage over time.

### Buffs

 **Effect** | The user gains a defense aura that gives a small boost to defense.

 **Effect** | The user and nearby friendlies gain a small boost to defense.

 **Effect** | Enemies around the user burns and takes fire damage. The user is also immune to any fire damage.
Baker's Table

The **Baker's Table** is a utility that can be crafted and placed.

## Usage

The Baker's Table can be placed in the Bakery zone and, along with the Baker's Oven, allows the crafting of flour based food items.

## Requirements

The table requires 2 wood to be crafted. It must be crafted on an Carpentry Bench.
It can only be placed within a Bakery zone.

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Anvil/zh-hans

**铁砧**，能用来摆设以及合成物品的utility

## Usage

The Anvil can be placed in the Forge zone and allows the crafting of the Smelter and other advanced metal items.

## Requirements

The Anvil requires 1 pair of tongs, 1 iron and 1 stone hammer to be crafted. It must be crafted on a Mason's Bench. You may also buy one from Dwarven Caravans.
It can only be placed within a Forge zone.

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Balcony

The **Balcony** zone is a place for Townsfolk and Heroes to stand whilst watching badgers fight in the Arena. It is used purely for entertainment and is not required for the production of any items.

## Usage

Balconies are placed directly next to the Arena zone and Townsfolk can stand and watch the badgers fight, increasing their happiness.

## Requirements

A Balcony requires at least a 1x1 tiled zone and must be connected to the Arena zone. Decorations can be placed and will enhance the happiness of the audience.

### Images

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Balcony/en

The **Balcony** zone is a place for Townsfolk and Heroes to stand whilst watching badgers fight in the Arena. It is used purely for entertainment and is not required for the production of any items.

## Usage

Balconies are placed directly next to the Arena zone and Townsfolk can stand and watch the badgers fight, increasing their happiness.

## Requirements

A Balcony requires at least a 1x1 tiled zone and must be connected to the Arena zone. Decorations can be placed and will enhance the happiness of the audience.

### Images

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Bakery/zh-hans

The **Bakery** zone is a place for Townsfolk to craft flour based food items.

用途
--

When a Baker's Table and Baker's Oven are created and placed inside the zone, Townsfolk can craft flour based food items such as Bread and Apple Pies.

## Requirements

A Bakery zone requires at least a 3x3 tiled zone. Baker's Tables can be placed inside the zone to allow Townsfolk to prepare flour, and a Baker's Oven can be added to allow the cooking of the prepared meal. Having the Bakery zone above-ground and surrounded by walls will increase the efficiency of the Townsfolk working within.

### 图片

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Dungeon/de

The **Dungeon** is the real test for your Townsfolk. It is a sprawling labyrinth of tunnels and caves found directly below your town. Unlike the surface, the dungeons are completely covered by the fog of war and your heroes will uncover this fog and slain all the creatures.

## Basics

The Dungeon is a multi-level hostile filled area located underground. The map is measured in levels or layers but for convenience, we will name the dungeon filled levels, floors, with the first one being the surface. Each floor is randomly generated, but will always have the same kind of monsters located on them, making it possible to slowly work your way through them, conquering each new floor using equipment forged with the treasures of the previous floor.

## Floors

The current layout of the floors is thus:

## Clearing the Dungeon

Your Heroes are strong enough to tackle the dungeons themselves. As the dungeons get harder, the heroes will level up themselves and grow strong enough to kill them. All you can do to help them is to dig a ladder down the layers and wait for them to explore and slay the creatures. If you want to equip heroes with better gear all you can do is place the items near places where heroes are likely to idle (such as the Market, Arena or Tavern Room) using stockpiles then remove the stockpiles themselves. Make sure you turn off the storage options for the items you want to equip your hero or else your townsfolk will remove them again.

If you want your regular citizens to join in the fun, you can give mining orders to areas which have the fog of war and they will come and attack hostiles in that area. For soldiers, you can set patrol points at areas where there are hostiles.
Atelier/de

In der **Atelier** Zone können Stadtbewohner Farben, Häute und Prestigeartikel (Hüte) herstellen.

## Verwendung

Wurde eine Farbmischbank und ein Kürschnertisch in der Zone erstellt und platziert wurden, können die Stadtbewohner aus Blumen Farben und aus Tieren Häute erstellen. Der Zweck eines Ateliers ist die Erstellung von Prestigeartikeln, wie zum Beispiel Hüten.

## Voraussetzungen

Eine Atelier Zone benötigt eine mindestens 3x3 Kästchen große Zone. Farbmischbänke und Kürschnertische können in der Zone platziert werden, um weitere Herstellungsrezepte freizuschalten. Eine oberirdisch gelegene und von einer Mauer umzogene Atelier Zone erhöht die Effizienz der darin arbeitenden Stadtbewohner.

### Bilder

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