recursal/Fanatic-Fandom huggingface dataset:
Roasted Traelik Meat

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Item name: **Roasted Traelik Meat**

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Item ID: **item\_traelik\_meat\_roasted**

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Flammable Chance: **100**

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Burn Fuel: **3**

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Merchant Value: **7**

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Rarity Type: **0**

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Is Unique: **No**

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Can Have Quality: **Yes**

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Damage Value: **Null**

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Damage Bonus: **0**

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Category: **Cooked Food**

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###  How to Obtain:

#### Method 1:

Roasting a traelik in a kitchen or campfire will give you a roasted traelik.
Roasted Sheep Meat

Roasted Sheep Meat

**Roasted Sheep Meat** is a Cooked Food item obtained through production inside of a Camp fire. There are two hunger boosts created from eating, the first one is larger and has a longer timer, the second one is shorter with a shorter time.

You can use the room type "Camp Fire" to set up an automated production to create it based on a desired amount you want to keep on hand, or tell them to make it only when you set it into production.

## How to Obtain

* Kitchen as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_roasted\_sheep\_meat
Sake

Sake

**Pineapple Brew** is a Beverage item obtained from through production inside of a Distillery. There are two thirst boosts created from drinking, the first one is larger and has a longer timer, the second one is shorter with a shorter time.

You can use the room type "Distillery" to set up an automated production to create it based on a desired amount you want to keep on hand, or tell them to make it only when you set it into production.

## How to Obtain

* Distillery as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_sake
Raw Mirmit Meat

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Item name: **Raw Mirmit Meat**

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Item ID: **item\_mirmit\_meat\_raw**

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Flammable Chance: **100**

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Burn Fuel: **3**

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Merchant Value: **7**

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Rarity Type: **0**

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Is Unique: **No**

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Can Have Quality: **No**

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Damage Value: **Null**

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Damage Bonus: **0**

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Category: **Raw Food**

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#### Method 1:

Killing a Mirmit will allow you to butcher the Mirmit Remains to obtain raw Mirmit meat.
Thaumaturge

Thaumaturge Profession Icon

A profession specialized at constructing with the void. The line of the Thaumaturge enable them to shape what the Odd Realm contains into materials and objects needed for an Ancient edifice.

## **Skills**

 Power up
 Dark art mastery I
 Forgotten knowledge
 Dark art mastery II
 Return from the void
Prickly Bear

**Prickly Bear** is a currently considered a weed as it has no purpose other than to grow more seeds and produce Plant Fiber. You can obtain both by harvesting mature Prickly Bear plants.

## How to Obtain

* Prickly Bear plants will grow on random grass blocks during Spring in Voidlands and Taiga biomes.
* They can be purchased from Traveling Merchants either as seeds/spores, or as a fresh item.
* They can be grown through Farming using the Plant skill, and gathered using the Harvest skill.
* They can be found inside of dungeons or off of bandits.
* They can also be "purchased" when starting a new settlement using the "Custom" option.
* Spawning: -i item\_prickly\_bear\_seed
Vertical Access

There are two (2) basic types of Vertical Access pathways: Ladders and Stairs

## Ladders

Ladders are ideal for straight vertical movement.

There are currently two types of Ladders as of this posting: Stone and Wood.

The easiest way to set up a ladder is to place it at the spot to which you would like to climb down. It is not necessary to dig out the spot before you designate building a ladder.

The Ardyn at the top can reach the Tomek and the Ancient, but not the Dweller. The Dweller has two(2) spaces to be climbed, so can not get out, and no one can get in.

## Stairs

Stairs are ideal for passages that have vertical movement. In addition to going up or down a layer, you also move forward.

The easiest way to set up stairs is to place them onto the lower of the two(2) layers you would like to move between. If you want to move from layer Z32 into layer Z31, or to move from Layer Z31 to Z32, then place the stairs into layer Z31.

Stairs are a prop that can be rotated using the Prop Rotation utility in the bottom right of the game screen next to the Door Lock utility. However, prop rotation does not affect the use of the stairs, and currently, changing their direction only serves to change their aesthetic.

Something to note about stairs is that they are a prop that follow rules of gravity. The left side of the image shows when a support block has been removed from stairs, causing the steps to fall. The Ancient on the left set of stairs cannot go up, because it has 2 levels to climb in that section that is missing its support; the one on the right has access out.
Raw Gnarl Tooth Meat

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Item name: **Raw Gnarl Tooth Meat**

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Item ID: **item\_gnarl\_tooth\_meat\_raw**

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Flammable Chance: **100**

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Burn Fuel: **3**

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Merchant Value: **7**

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Rarity Type: **0**

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Is Unique: **No**

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Can Have Quality: **No**

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Damage Value: **Null**

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Damage Bonus: **0**

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Category: **Raw Food**

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### How to Obtain:

#### Method 1:

Killing a gnarl tooth will drop a piece of raw gnarl tooth meat.
Roasted Owl Meat

Roasted Owl Meat

**Roasted Owl Meat** is a Cooked Food item obtained through production inside of a Camp fire. There are two hunger boosts created from eating, the first one is larger and has a longer timer, the second one is shorter with a shorter time.

You can use the room type "Camp Fire" to set up an automated production to create it based on a desired amount you want to keep on hand, or tell them to make it only when you set it into production.

## How to Obtain

* Kitchen as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_roasted\_owl\_meat
Pumpkin

Raw Pumpkin

**Pumpkin** is a raw food item obtained from harvesting mature Pumpkin plants. Harvesting a mature Pumpkin plant will produce Pumpkin, Plant Fiber, and Pumpkin Seed(s).

You can use the room type "Farm" to set up an automated system to harvest and plant Pumpkin to keep production active.

The item is listed as "Fresh Pumpkin" in information dialog boxes when the mouse is hovered over the item.

## Recipes

 Pumpkin Ale
1 Water (Unpurified)

## How to Obtain

* Pumpkin plants will grow on random grass blocks during Spring in Taiga biomes.
* They can be purchased from Traveling Merchants either as seeds, or as a fresh item.
* They can be obtained in Dungeons or from bandits that attack your settlement.
* They can be grown through Farming using the Plant skill, and gathered using the Harvest skill.
* Spawning: -i item\_pumpkin\_raw , -i item\_pumpkin\_seed ~ Note: The plants themselves cannot be spawned.
Roasted Kelp Witch Meat

Roasted Kelp Witch Meat

**Roasted Kelp Witch Meat** is a Cooked Food item obtained through production inside of a Camp Fire. There are two hunger boosts created from eating, the first one is larger and has a longer timer, the second one is shorter with a shorter time.

You can use the room type "Camp Fire" to set up an automated production to create it based on a desired amount you want to keep on hand, or tell them to make it only when you set it into production.

## How to Obtain

* Kitchen as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_roasted\_kelp\_witch\_meat
Palm Tree

**Palm Tree** is a tree that can be grown to provide wood logs when logged.

Palm trees do not grow straight up like the other trees. This can make it seem like there is more than one(1) tree when you look at the different layers.

## How to Obtain

* **Palm Trees** will grow in random grass blocks on a new map in Taiga biomes and can grow new plants from mature trees.
* Tree seeds can be purchased from Traveling Merchants.
* They can be grown through Farming using the Forestry skill, and gathered using the Log skill.
* Spawning: -i item\_palm\_tree\_seed ~ Note: Trees themselves cannot be spawned.
Skyberry Wine

Skyberry Wine

**Skyberry Wine** is a Beverage item obtained from through production inside of a Distillery. There are two thirst boosts created from drinking, the first one is larger and has a longer timer, the second one is shorter with a shorter time.

You can use the room type "Distillery" to set up an automated production to create it based on a desired amount you want to keep on hand, or tell them to make it only when you set it into production.

## How to Obtain

* Distillery as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_skyberry\_wine
Wool Coat

Wool chest armor for combat and weather

Wool is better than Linen for both armor and weather, but with an evasion penalty.

Wool Coat can be crafted inside of a Tailor once you have discovered the Blueprint.

The Blueprint will be discovered by having any resources because it is considered a basic item.

Wool Coat
Notifications Overlay

The Notification Screen lets you see the actions that have taken place around your settlement. On a new settlement, it is blank because nothing has happened yet.

The buttons on the top let you filter what actions you are looking at.

1. ALL: Let's you see all the activities that are taking place around the settlement.
2. Combat: You only see the combat activities.
3. Blueprints: Lets you see the activities that involve Blueprints.
4. Entity: You will only see the activities that affect entities (this will include animals).
5. Nature: This filter will allow you to see things like lightening strikes, creatures spawning on the maps and events like them.
6. Work: Limits activities to just work; such as mining, harvesting, and clearing.
7. Fishing: Lets you see the activities involving fishing.
8. Event: Activities such as finding a cave, or someone coming to your settlement will show up here.

Above the filter buttons is the button to change the Settings for the Notifications screen.

The settings allow you to decide what, if any, actions take place when an event happens.

The green square indicates it's active. When an entity dies, the screen will focus on it, and pause the game. You can change the settings by click on the box next to the option(s).

Return to the Tutorial home page.
Melon

Raw Melon

**Melon** is a raw food item obtained from harvesting mature Melon plants. Harvesting a mature Beetroot plant will produce Melon, Plant Fiber, and Melon Seed(s).

You can use the room type "Farm" to set up an automated system to harvest and plant Melon to keep production active.

The item is listed as "Fresh Melon" in information dialog boxes when the mouse is hovered over the item.

## How to Obtain

* Melon plants will grow on random grass blocks during Spring in Taiga biomes.
* They can be purchased from Traveling Merchants either as seeds, or as a fresh item.
* They can be obtained in Dungeons or from bandits that attack your settlement.
* They can be grown through Farming using the Plant skill, and gathered using the Harvest skill.
* Spawning: -i item\_melon\_raw , -i item\_melon\_seed ~ Note: The plants themselves cannot be spawned.
Raw Chicken Meat

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Item name: **Raw Chicken Meat**

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Item ID: **item\_chicken\_meat\_raw**

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Flammable Chance: **100**

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Burn Fuel: **3**

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Merchant Value: **7**

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Rarity Type: **0**

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Is Unique: **No**

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Can Have Quality: **No**

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Damage Value: **Null**

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Damage Bonus: **0**

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Category: **Raw Food**

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### How to Obtain:

#### Method 1:

Killing a chicken will drop a piece of raw chicken meat.
Settler Loadout

The Settler's Loadout is an option for a new colony as a difficulty modifier. It determines what you start with for materials and quantity/quality of settlers.

## Pioneers

This starts you out with a good mix of settlers and materials to start your colony. (Easy)

## Vanguard

This will start you out with a few combat units to be ready for a small fight. (Medium)

## Hermit

This will start you out with a single settler with basic supplies. (Hard)

## Custom

You will get to choose your starting materials with this option using Ren as a basis to choose settlers and materials to start with.
Pineapple Brew

Pineapple Brew

**Pineapple Brew** is a Beverage item obtained from through production inside of a Distillery. There are two thirst boosts created from drinking, the first one is larger and has a longer timer, the second one is shorter with a shorter time.

You can use the room type "Distillery" to set up an automated production to create it based on a desired amount you want to keep on hand, or tell them to make it only when you set it into production.

## How to Obtain

* Distillery as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_pineapple\_brew
Mud Cat

Raw Mud Cat Meat

**Mud Cat** is a fish item obtained from Fishing. A Fisherman can fish in any water, but without any fish in the area, they will not catch anything.

## Recipes

 Used in
 Fish and Chips | Cook | Kitchen | Wheat Flour, Potato
 Fish Bowl | Cook | Kitchen | Raw Mud Cat Meat
Rice

## How to Obtain

* Mud Cat can be found in water using the Fish skill.
* They can be purchased from Traveling Merchants either as seeds, or as a fresh item.
* They can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_mud\_cat\_meat\_raw, ~ Note: The fish themselves cannot be spawned.
Sunrise Opal

**Sunrise Opal** is a Resource obtained by using the Mining job in the deeper layers underground. Aeternum can only be crafted by an Ancient because of room requirements.

### How to obtain:

#### Mining

It can be obtained when using the Mining job.

#### Recruit:

It can be acquired from settlers that join you.

#### Discovery

It can be found in a Dungeon that you discover underground.
Raw Chi Chi Meat

## Raw Chi Chi Meat

### Merchant Value

7

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Item name: **Raw Chi Chi Meat**

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Item ID: **item\_chi\_chi\_meat\_raw**

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Flammable Chance: **100**

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Burn Fuel: **3**

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Merchant Value: **7**

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Rarity Type: **0**

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Is Unique: **No**

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Can Have Quality: **No**

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Damage Value: **Null**

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Damage Bonus: **0**

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Category: **Raw Food**

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Raw Chi Chi Meat is a raw food item obtained from butchering Chi Chi remains.
Roasted Gharox Meat

Roasted Gharox Meat

**Roasted Gharox Meat** is a Cooked Food item obtained through production inside of a Camp fire. There are two hunger boosts created from eating, the first one is larger and has a longer timer, the second one is shorter with a shorter time.

You can use the room type "Camp Fire" to set up an automated production to create it based on a desired amount you want to keep on hand, or tell them to make it only when you set it into production.

## How to Obtain

* Kitchen as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_roasted\_gharox\_meat
Summer Stew

Summer Stew

**Summer Stew** is a Cooked Food item obtained through production inside of a Kitchen. There are two hunger boosts created from eating, the first one is larger and has a longer timer, the second one is shorter with a shorter time.

You can use the room type "Kitchen" to set up an automated production to create it based on a desired amount you want to keep on hand, or tell them to make it only when you set it into production.

## How to Obtain

* Kitchen as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_summer\_stew
Notifications Window

The Notifications Window contains numbers and detailed information log about context, experience and actions that have occurred within your settlement bounds.

The windows can be filtered by Combat, Blueprints discovered, Entity, Nature, Work and Fishing.

It also contains the Notification settings to enable your in-game camera to either focus the camera to an event or pause the game entirely whenever something occurs by the events listed here.
Settings

The Settings are available from the Main Menu and inside of the game. They provide the same options from either location.
(The exception being a current bug that doesn't always show anything beyond the "General" tab at this time from the Main Menu screen when you do not yet have a save game.)

## General

This allows you to change some of the basic settings of the game, including the difficulty level (showed expanded in the above image).

## Graphics

This will allow you to change way the game displays on the screen:

1. Resolution: Allows you to change the size of the game screen.
2. Fullscreen: Allows you to change from windowed to full screen mode.
3. VSync: Allows you to turn on/off the VSync.
4. Max Frame Rate: Allows you to change the Frames per second of the game.

## Sound

This screen allows you to change volume of different aspects of the game using slidebars.

1. Master: The overall volume of the game.
2. Ambience: Background sounds like the crickets and flies.
3. Music: The music that plays to show day/night, fights, and the main-menu.
4. SFX: These are the effect that happen in the game like fighting and casting spells.
5. UI: These are the sounds made when you do things like click on the menu options.

## Controls

These are the in-game commands to do tasks. You can change the commands to do things on this screen.

Make sure you click on "Save Changes" or none of the button adjustments will take place.

## Notifications

These are the in-game notifications such as a child being born, or if someone dies. You can change how the game reacts to the event using the series of selections of this screen.

Make sure you click on "Save Changes" or none of the button adjustments will take place.
Stone Brick

**Stone Bricks** are a Refined Material created using 2 Stone Chunks and 1 Water (Unpurified) to create 3 **Stone Bricks** with a Foundry. Items that require **Stone Bricks** to be made require the Stonework skill.

### How to obtain:

#### Mining:

Stone Chunks can be found mining and Water (Unpurified) is a obtained through a Well or using the Collect Water job.

#### Recruit:

They can be acquired from settlers that join you.

#### Discovery

They can be found in a Dungeon that you discover underground.
Sweet Root Brew

Sweet Root Brew

**Sweet Root Brew** is a Beverage item obtained from through production inside of a Distillery. There are two thirst boosts created from drinking, the first one is larger and has a longer timer, the second one is shorter with a shorter time.

You can use the room type "Distillery" to set up an automated production to create it based on a desired amount you want to keep on hand, or tell them to make it only when you set it into production.

## How to Obtain

* Distillery as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_sweet\_root\_brew
Roasted Kotha Meat

Roasted Kotha Meat

**Roasted Kotha Meat** is a Cooked Food item obtained through production inside of a Camp Fire. There are two hunger boosts created from eating, the first one is larger and has a longer timer, the second one is shorter with a shorter time.

You can use the room type "Camp Fire" to set up an automated production to create it based on a desired amount you want to keep on hand, or tell them to make it only when you set it into production.

## How to Obtain

* Kitchen as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_roasted\_kotha\_meat
Sweet Potato

**Sweet Potato** is a raw food item obtained from harvesting mature Sweet Potato plants. Harvesting a mature Sweet Potato plant will produce Sweet Potato, Plant Fiber, and Sweet Potato Seed(s).

You can use the room type "Farm" to set up an automated system to harvest and plant Sweet Potato to keep production active.

The item is listed as "Fresh Sweet Potato" in information dialog boxes when the mouse is hovered over the item.

## Recipes

 Roasted Sweet Potato | Cook | Camp Fire | Fresh Sweet Potato

## How to Obtain

* Sweet Potato plants will grow on random grass blocks during Spring in Taiga biomes.
* They can be purchased from Traveling Merchants either as seeds, or as a fresh item.
* They can be obtained in Dungeons or from bandits that attack your settlement.
* They can be grown through Farming using the Plant skill, and gathered using the Harvest skill.
* Spawning: -i item\_sweet\_potato\_raw, -i item\_sweet\_potato\_seed ~ Note: The plants themselves cannot be spawned.
Wheat Yeast

**Wheat Yeast**  is a Refined Material created using 1 Wheat]] to create 4 **Wheat Yeast** with a Kitchen. Items that require **Wheat Yeast** to be made require the Cooking skill.

### How to obtain:

#### Farming

Wheat can be obtained Harvesting a mature Wheat plant. A Kitchen can then be used to turn it into **Wheat Yeast**.

#### Purchase:

Merchants can sell it; this includes the Custom Start.

#### Recruit:

IT can be acquired from settlers that join you.

#### Discovery

It can be found in Dungeons that you discover underground.
Roasted Broccoli

Roasted Broccoli

**Roasted Broccoli** is a Cooked Food item obtained from through production inside of a Camp fire. There are two hunger boosts created from eating, the first one is larger and has a longer timer, the second one is shorter with a shorter time.

You can use the room type "Camp Fire" to set up an automated production to create it based on a desired amount you want to keep on hand, or tell them to make it only when you set it into production.

## How to Obtain

* Kitchen as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_roasted\_broccoli
Pumpkin Pie

Pumpkin Pie

**Pumpkin Pie** is a Cooked Food item obtained from through production inside of a Kitchen. There are two hunger boosts created from eating, the first one is larger and has a longer timer, the second one is shorter with a shorter time.

You can use the room type "Kitchen" to set up an automated production to create it based on a desired amount you want to keep on hand, or tell them to make it only when you set it into production.

## How to Obtain

* Kitchen as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_pumpkin\_pie
Yellow Gale

**Yellow Gale** is a currently considered a weed as it has no purpose other than to grow more seeds and produce Plant Fiber. You can obtain both by harvesting mature Yellow Gale plants.

## How to Obtain

* Yellow Gale plants will grow on random grass blocks during Spring in Voidlands and Taiga biomes.
* They can be purchased from Traveling Merchants either as seeds/spores, or as a fresh item.
* They can be grown through Farming using the Plant skill, and gathered using the Harvest skill.
* They can be found inside of dungeons or off of bandits.
* They can also be "purchased" when starting a new settlement using the "Custom" option.
* Spawning: -i item\_yellow\_gale\_seed
Wool Boots

Wool foot armor for combat and weather

Wool is better than Linen for both armor and weather, but with an evasion penalty.

Wool Boots can be crafted inside of a Tailor once you have discovered the Blueprint.

The Blueprint will be discovered by having any resources because it is considered a basic item.

Wool Boots
Wheat Ale

Wheat Ale

**Wheat Ale** is a Beverage item obtained from through production inside of a Distillery. There are two thirst boosts created from drinking, the first one is larger and has a longer timer, the second one is shorter with a shorter time.

You can use the room type "Distillery" to set up an automated production to create it based on a desired amount you want to keep on hand, or tell them to make it only when you set it into production.

## How to Obtain

* Distillery as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_wheat\_ale
Traelik

Raw Traelik Meat

Traelik are animals that can be raised in an Animal Pen. A Shepherd can be set up as a provider for a Pen. They will wander outside of the pen in search of food and water if they are not provided.

Traelik will spawn on the map through Events. A notice will appear saying that Traelik has appeared on the map. To tame them, see JobCapture.

### Traelik Remains

The corpse of a killed Traelik. You can perform a 'Butcher' job on the Traelik Remains to gain the following resources:

* Traelik Meat
* Bones

### Traelik Meat

**Traelik Meat** is a Raw Food obtained by using the Butcher job on Traelik Remains.

### How to obtain:

#### Butcher

Traelik Meat can be obtained when using the Butcher job on Traelik Remains.

#### Shephard:

A Shepherd can tame and raise Traelik for you to Butcher.

#### Discovery

Meat can be found in a Dungeon that you discover underground or from Bandits
Traelik can spawn on your map for your Shepards, or, you can hunt them as wild animals.

#### Spawning

Spawning: -e entity\_traelik , -i item\_traelik\_meat\_raw
Whiskey

Whiskey

**Whiskey** is a Beverage item obtained from through production inside of a Distillery. There are two thirst boosts created from drinking, the first one is larger and has a longer timer, the second one is shorter with a shorter time.

You can use the room type "Distillery" to set up an automated production to create it based on a desired amount you want to keep on hand, or tell them to make it only when you set it into production.

## How to Obtain

* Distillery as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_whiskey
Water Pressure

1/2Water will spread to any available adjacent tile on the same z-index. Water will also spread to any available tile below. When water spreads into new tiles in these ways, the depth of the water is split between source and destination tiles. Water of depth 1 will dry up and be removed.

Water tiles at the edge of the map at the very beginning have a special "water source" property which prevents them from being depleted.

## Infinite Water

1/5Water tiles are fundamentally infinite. Each time water spreads into another block, the difference between the depth of the source and destination is halved, removed from the source and added to the destination. This can result in infinite water depending on the layout of the source water tiles. Water tiles spread into any adjacent tile whose depth is less than theirs, so neighboring water tiles can "feed" other tiles back up to a depth of 7.

So long as there exists at least 1 water block of depth 7 at all times that the water is equalizing, the depth will eventually settle at 7 for all tiles.
Roasted Chi Chi Meat

Roasted Chi Chi Meat

**Roasted Chi Chi Meat** is a Cooked Food item obtained through production inside of a Camp Fire. There are two hunger boosts created from eating, the first one is larger and has a longer timer, the second one is shorter with a shorter time.

You can use the room type "Camp Fire" to set up an automated production to create it based on a desired amount you want to keep on hand, or tell them to make it only when you set it into production.

## How to Obtain

* Kitchen as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_roasted\_chi\_chi\_meat
Elves

> *"Everything is fucked. Everyone sucks." - Elf Leader*
>
>

The Elves (*Homo Bolintri*) are a species of human which evolved to have a pinched, pawn-like head. They are ambush predators, and eat only ball-shaped organisms. In this case, a ball can be as oblong as an egg. Adult elves are capable of digesting ceramic balls, which is why many *Homo Sapiens* use them for a sport referred to as bowling. In bowling, many young elves are lined up and a single ceramic ball is thrown at them. If it hits any, they are knocked down. The ball is then eaten by an adult elf, constrained at the bottom of a small pit.
Owl

Raw Owl Meat

Owls are animals that can be raised in an Animal Pen. A Shepherd can be set up as a provider for a Pen. They will wander outside of the pen in search of food and water if they are not provided.

Owl will spawn on the map through Events. A notice will appear saying that Owl has appeared on the map. To tame them, see JobCapture.

### Owl Remains

The corpse of a killed Owl. You can perform a 'Butcher' job on the Owl Remains to gain the following resources:

* Owl Meat
* Bones

### Owl Meat

**Owl Meat** is a Raw Food obtained by using the Butcher job on Owl Remains.

### How to obtain:

#### Butcher

Owl Meat can be obtained when using the Butcher job on Owl Remains.

#### Shephard:

A Shepherd can tame and raise Owl for you to Butcher.

#### Discovery

Meat can be found in a Dungeon that you discover underground or from Bandits
Owl can spawn on your map for your Shepards, or, you can hunt them as wild animals.

#### Spawning

Spawning: -e entity\_Owl , -i item\_Owl\_hide , -i item\_Owl\_meat\_raw
Meat Pie

Meat Pie

**Meat Pie** is a Cooked Food item obtained from through production inside of a Kitchen. There are two hunger boosts created from eating, the first one is larger and has a longer timer, the second one is shorter with a shorter time.

You can use the room type "Kitchen" to set up an automated production to create it based on a desired amount you want to keep on hand, or tell them to make it only when you set it into production.

## Recipes

 4 Meat Pie
 4 Meat Pie
 4 Meat Pie
1 Wheat Flour

## How to Obtain

* Kitchen as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_meat\_pie
Plant Fiber Broth

Plant Fiber Broth

**Plant Fiber Broth** is a Cooked Food item obtained from through production inside of a Camp fire. There are two hunger boosts created from eating, the first one is larger and has a longer timer, the second one is shorter with a shorter time.

You can use the room type "Camp Fire" to set up an automated production to create it based on a desired amount you want to keep on hand, or tell them to make it only when you set it into production.

Plant Fiber Broth is (mostly) designated as food for tamed animals. You can set it up to be placed into food troughs using the Zones feature..

## How to Obtain

* Kitchen as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_plant\_fiber\_broth
Wool Cloth

**Wool Cloth** is a Refined Material created using 5 Wool to create 1 **Wool Cloth** with a Clothier. Items that require Wool Cloth to be made require the Clothwork skill.

### How to obtain:

#### Butcher

Wool can be obtained when using the Butcher job on Sheep Remains. It can then be made into **Wool Cloth** with a Clothier room.

#### Recruit:

It can be acquired from settlers that join you.

#### Discovery

It can be found in a Dungeon that you discover underground.
Roasted Sweet Potato

```
Item name: **Roasted Sweet Potato**

```

```
Item ID: **item\_sweet\_potato\_roasted**

```

```
Flammable Chance: **100**

```

```
Burn Fuel: **3**

```

```
Merchant Value: **5**

```

```
Rarity Type: **0**

```

```
Is Unique: **No**

```

```
Can Have Quality: **Yes**

```

```
Damage Value: **Null**

```

```
Damage Bonus: **0**

```

```
Category: **Cooked Food**

```

###  How to Obtain:

#### Method 1:

Baking a potato in a kitchen or campfire will give you a baked potato.
Ellie

> *"I like girls with black hair. I like girls with*
>
>

*I like girls with black hair. That's ALL I like. Is that clear, rookie? I'm not here for fun. I'm here to fight White People."*

Write the first paragraph of your page here.ellie is kin with nico yazaw@

## "SEX"TION HEADING

> like girls with black hair. I like girls with''
>
>

> *"I like girls with back hair. That's ALL I like. Is that clear, rookie? I'm not here for fun. I'm here to ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff White People."*
>
>

Ellie is the central character of the Dark Arc, and a central figure in the entire series. She is notable for forming Blueberry Mei, establishing a base on Blueberry Beach, and helping to destroy The Warlocks and White People.

## Early Life

Little is known about her life. She was invented in Seattle on America 1, on Earth. She was one of few survivors who didn't die when Dawn destroyed the world.

## Blueberry Mei

Ellie created Lilly using the scientific findings of CSK02. Together they gathered allies and ended the tyranny of The Warlocks on Earth 2 and went on to fight White People and other threats.
Steel Ingot

'*Steel Ingots* are a Refined Material created using 2 Iron Ore and 3 Coal to create 3 **Steel Ingots** with a Foundry. Items that require Steel Ingots to be made require the Metalwork skill.

### How to obtain:

#### Mining:

Iron Ore can be found mining and Coal is a random drop while mining.

#### Recruit:

They can be acquired from settlers that join you.

#### Discovery

They can be found in a Dungeon that you discover underground.
Nequhtli

```
Entity Name: **Nequhtli**

```

```
Entity ID: **entity\_nequhtli**

```

```
Category: **non-playable race**

```

​​​​​The **Nequhtli** are a non-playable race of sapient rat-like beings who live within the depths of the earth, coming up to feed and plunder. Stealthy and agile, the Nequhtli have a tendency to kidnap, and presumably feed on, Human settlers- especially Human youths.

### Background

For years a war between the Nequhtli and the Tomek has raged on, the two races vying for control over the earth's subterranean frontier and the bounties it holds.

### Drops

Upon being killed, Nequhtli leave behind a Stoneleaf bag containing all of their equipped belongings, as well as Nequhtli Remains. Despite being rat-like in appearance and nature, they cannot be butchered.

### Trivia

* Much to the developer's chagrin, most people upon seeing the Nequhtli immediately assume they're reptilian or kobold-like creatures.
Snoot

Raw Snoot Meat

Snoot are animals that can be raised in an Animal Pen. A Shepherd can be set up as a provider for a Pen. They will wander outside of the pen in search of food and water if they are not provided.

Snoot will spawn on the map through Events. A notice will appear saying that Snoot has appeared on the map. To tame them, see JobCapture.

### Snoot Remains

The corpse of a killed Snoot. You can perform a 'Butcher' job on the Snoot Remains to gain the following resources:

* Snoot Skin
* Snoot Meat

### Snoot Skin

**Snoot Skin** is a Resource obtained by using the Butcher job on Snoot Remains. It can be converted to Light Leather using the Leatherwork skill inside of a Tannery.

### Snoot Meat

**Snoot Meat** is a Raw Food obtained by using the Butcher job on Snoot Remains.

### How to obtain:

#### Butcher

Snoot Skins and Snoot Meat can be obtained when using the Butcher job on Snoot Remains.
The skin can then be made into Light Leather in a Tannery.

#### Purchase:

Merchants can sell the meat, skin, and leather.

#### Shephard:

A Shepherd can tame and raise Snoot for you to Butcher.

#### Discovery

Skin and meat can be found in a Dungeon that you discover underground or from Bandits
Snoot can spawn on your map for your Shepards, or, you can hunt them as wild animals.

#### Spawning

Spawning: -e entity\_snoot , -i item\_snoot\_skin, -i item\_snoot\_meat\_raw
Makeshift Aeternum

A special head piece for magic users.

The Makeshift Aeternum is a craftable headpiece To give Ancients a boost in skill and energy.
This item is currently found under "Tools" in the Blueprint section, but it is under helmets in the settler equip screen.
Aeternum are created inside of the Chaos Construct.
The Blueprint is discovered when you have all the necessary materials to craft it.

Makeshift Aeternum
1
3
Arcane Dust
Copper Ore
Arcane Dust
Copper Ore
Unpurified Water

**Water** is a Beverage item obtained from through production inside of a Well House. There are two thirst boosts created from drinking, the first one is larger and has a longer timer, the second one is shorter with a shorter time.

You can use the room type "Well House" to set up an automated production to create it based on a desired amount you want to keep on hand, or tell them to make it only when you set it into production.

## How to Obtain

* Well House as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_water
Raw Kelp Witch Meat

```
Item name: **Raw Kelp Witch Meat**

```

```
Item ID: **item\_kelp\_witch\_meat\_raw**

```

```
Flammable Chance: **100**

```

```
Burn Fuel: **3**

```

```
Merchant Value: **7**

```

```
Rarity Type: **0**

```

```
Is Unique: **No**

```

```
Can Have Quality: **No**

```

```
Damage Value: **Null**

```

```
Damage Bonus: **0**

```

```
Category: **Raw Food**

```

### How to Obtain:

#### Method 1:

Killing a kelp witch will drop a piece of raw kelp witch meat.
Roasted Carrot

Roasted Carrot

**Roasted Carrot** is a Cooked Food item obtained from through production inside of a Camp fire. There are two hunger boosts created from eating, the first one is larger and has a longer timer, the second one is shorter with a shorter time.

You can use the room type "Camp Fire" to set up an automated production to create it based on a desired amount you want to keep on hand, or tell them to make it only when you set it into production.

## How to Obtain

* Kitchen as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_roasted\_carrot
Priorities

Priorities are what determine the order in which things are done in a settlement.

There are two(2) types of priorities: Job Priorities and Skill Priorities.

## Job Priorities

When you first click to do a Job or Build something, the bottom left corner of the screen changes to allow you to be able to change the priority in which the task(s) are accomplished.

Job Priorities take place from highest number to lowest number. To change the priority of a job, click on the priority number that you want it to take place.

Selecting Priorities

Job priorities can be changed after the task has been set up as well. This icon is located in the bottom right of the screen and allows you to change the priority level.

When you click on the Job Priority screen, it will show you all Jobs/Builds with their priority number over the top of the task.

Map Job Levels

Seeing the priorities levels can make it hard to tell what task is taking place at the location, however, you can hover your cursor over a tile to see what task is set for that location.

When you move your cursor over a location it will show you if, and why, your settlers cannot do the task there.

Note: If you change the priority level of a task while they are doing, they will still complete the task before moving on, this includes setting it to priority 0. To make them stop the task, you have to select the entity and move them to another location.

## Skill Priorities

Skill priorities determine what order an individual setter will do their activated skills. Skill priorities work in the same direction of job priorities as the higher number has a higher priority than lower level skills.

To change a priority level on skills left click on the skill to change to raise it, or, right click on it to lower it. Skills that have been modified from their default settings will be highlighted (see highlighted Thaumaturgy skill above).

Activated skills for a settler do not display on the job priority screen, switching between pages is the easiest way to see what skills you would want to adjust. You can click on the skill icons to list characters based on highest to lowest (clicking a second time will toggle the list from lowest to highest - repeated clicks will continue switching back and forth)
Work Shop

The Work Shop Room will let you craft basic items made from wood and stone.

The Work Shop doesn't need a settler to be assigned to it as an Owner but it needs Prop Requirements in order to be usable for a settler.

### Permissions Needed:

* Woodwork
* Stonework

A settler with Stone Mason or Carpenter is the preferred profession to use the Work Shop.

**The Work Shop has the ff. Prop requirements:**

The following Props can be built by accessing the Build menu on the HUD and looking for the furniture on the Props filter.

* 1x Carpenters table
* 1x Wood Seat
* 1x Wood Cabinet
Rules

Wiki Rules and Blocking Policy:

* **Keep it civil:** Do not make personal attacks on other people. If you need to criticize another user’s argument, do so without attacking them as a person. Do not use bigoted language, including slurs which degrade another person or group of people based on gender, race, sexual orientation, nationality, religion, etc.
* **Be a productive member of the wiki:** Contribute to the wiki in line with the established processes and conventions. Need help? Ask an administrator! Disrupting the wiki with “edit warring” over differing opinions of a topic with another user or group of users is not productive.
* **Do not engage in excessive self-promotion:** The wiki is a collaborative community resource for the topic at hand. It is NOT a free place to advertise your related website, YouTube channel, blog, social media account, etc. Have a question about whether your link would be welcome? Ask an administrator!
* **Do not harass other users:** If somebody asks you to stop posting certain content on their wall, respect their wishes. It is their wall.
* **Do follow community guidelines for formatting:** When a community has established formatting, it’s important to adhere to that, especially when spoiler content is involved.

This was copied from [Help on setting up guidelines on this policy].
Trading

Trading is a feature of the game that allows you to get rid of unwanted products and materials, and to gain materials and products you are unable to make yet.
You can trade with the merchants that randomly appear in your settlement and ask to trade.
All items in Odd Realm have a Ren value to sell to merchants, who will sell you that same item for twice that value.
There are two(2) rooms that are beneficial to the Trading process: Market and Vault.

## Merchants

In addition to random merchants, there are currently eight(8) different types of merchants that can spawn in a settlement.
However, you may not see all of them at this time because of how events are triggered.

1. Ancient Merchant
2. Ardyn Merchant
3. Gwdir Merchant
4. Human Merchant
5. Tomek Merchant
6. Seasonal Merchant
7. Three Fighting Merchants
8. Desert Ancient Merchant

At this time, the merchants that you will see are based upon your starting race except for the Three Fighting Merchants.

## Market

The Market increases the chance of that a merchant will visit your settlement, and also gives a designated spot for the items that you purchase to be left. If you don't have a Market, then the items are left at the border of your map that the merchant spawns at.

## Vault

The Vault is a designated area for money to be left from a merchant. If you sell to a merchant, the Ren from the merchant will appear in the Vault. If you do not have a Vault, then the Ren is left at the border of your map where the merchant spawned at.
Roasted Lopen Meat

```
Item name: **Roasted Lopen Meat**

```

```
Item ID: **item\_lopen\_meat\_roasted**

```

```
Flammable Chance: **100**

```

```
Burn Fuel: **3**

```

```
Merchant Value: **7**

```

```
Rarity Type: **0**

```

```
Is Unique: **No**

```

```
Can Have Quality: **Yes**

```

```
Damage Value: **Null**

```

```
Damage Bonus: **0**

```

```
Category: **Cooked Food**

```

###  How to Obtain:

#### Method 1:

Roasting a lopen in a kitchen or campfire will give you a roasted lopen.
Roasted Bronze Cap Mushroom

Roasted Bronze Cap Mushroom

**Roasted Bronze Cap Mushroom** is a Cooked Food item obtained from through production inside of a Camp fire. There are two hunger boosts created from eating, the first one is larger and has a longer timer, the second one is shorter with a shorter time.

You can use the room type "Camp fire" to set up an automated production to create it based on a desired amount you want to keep on hand, or tell them to make it only when you set it into production.

## How to Obtain

* Kitchen as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_roasted\_bronze\_cap\_mushroom
Heaven

n the American Dad! episode "The Most Adequate Christmas Ever", heaven is featured. Anyone who has done good in their life is flown from Limbo to the Gates of Heaven by a large griffin (which might be Ziz). There was a reference that Jim Henson tried to sneak into heaven, only for him and Kermit the Frog to end up in a flat rectangle prison (similar to General Zod in Superman II); as Jim Henson begs for them to be released Kermit states "you will bow down before me son of God".
Sendalo

**Sendalo** is a currently considered a weed as it has no purpose other than to grow more seeds and produce Plant Fiber. You can obtain both by harvesting mature Sendalo plants.

## How to Obtain

* Sendalo plants will grow on random grass blocks during Spring in Voidlands and Taiga biomes.
* They can be purchased from Traveling Merchants either as seeds/spores, or as a fresh item.
* They can be grown through Farming using the Plant skill, and gathered using the Harvest skill.
* They can be found inside of dungeons or off of bandits.
* They can also be "purchased" when starting a new settlement using the "Custom" option.
* Spawning: -i item\_sendalo\_seed
Zucchini

Raw Zucchini

**Zucchini** is a raw food item obtained from harvesting mature Zucchini plants. Harvesting a mature Zucchini plant will produce Zucchini, Plant Fiber, and Zucchini Seed(s).

You can use the room type "Farm" to set up an automated system to harvest and plant Zucchini to keep production active.

The item is listed as "Fresh Zucchini" in information dialog boxes when the mouse is hovered over the item.

## Recipes

 Roasted Zucchini | Cook | Camp Fire | Fresh Beetroot

## How to Obtain

* Zucchini plants will grow on random grass blocks during Spring in Taiga biomes.
* They can be purchased from Traveling Merchants either as seeds, or as a fresh item.
* They can be obtained in Dungeons or from bandits that attack your settlement.
* They can be grown through Farming using the Plant skill, and gathered using the Harvest skill.
* Spawning: -i item\_zucchini\_raw, -i item\_zucchini\_seed ~ Note: The plants themselves cannot be spawned.
Tomek Remains

```
Item name: **Tomek Remains**

```

```
Item ID: **item\_remains\_tomek**

```

```
Flammable Chance: **100**

```

```
Burn Fuel: **5**

```

```
Merchant Value: **1**

```

```
Rarity Type: **0**

```

```
Is Unique: **No**

```

```
Can Have Quality: **No**

```

```
Damage Value: **Null**

```

```
Damage Bonus: **0**

```

```
Category: **Garbage**

```