recursal/Fanatic-Fandom huggingface dataset:
Items

This whole section is basically going to be a work in progress (WIP) for a while as a few different systems are changed in the game and on the page to try to organize and make access to all the information.
Until I get these updated, here is the link to the older items page. There are going to be some items out of date and others that existed, and not listed, but it will give more information than is currently available on this item page. Sorry for the inconvenience.

The following are the different Categories of items:

# Tiles

These are the items in the game that settlers can interact with on the map.

## Blocks

These are items in that can be natural or crafted.

## Doors

These are the doors that can be created once the appropriate Saga skill has been unlocked.

## Prop

These are the Props that can be created once the appropriate Saga skill has been unlocked. Most Room Functions are from these types of items.
Shadow Fern

**Shadow Fern** 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 Shadow Fern plants.

## How to Obtain

* Shadow Fern 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\_shadow\_fern\_seed
Purified Water

Water

**Water (Purified)** is a Beverage item obtained from through production inside of a Camp Fire. 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 "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

* Camp Fire 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\_purified\_water
Animal Enclosure

### **Room Info:**

Animal enclosures are a great way to keep your furry friends away from crops and safe from kidnappers.

### **Benefits:**

**- Organization of animals.**

The Animal Enclosure Room lets you assign animals that you have tamed and make them stay within the designated area.

When an assigned tamed animal gets hungry the animal will roam out of the Animal Enclosure to find food and then go back into the room.

### Enclosure Tips:

* If you can catch some cows & chickens they produce a lot of food. Put them in a small fence add a door, lock it and after they lay enough eggs/milk to fill the ground space it will spawn outside the fence. They won't starve either, they eat the eggs inside the fence. The animals won't eat milk produce so make sure to balance the chicken vs cow population. [1]
Boiled Beetroot

Boiled Beetroot

**Boiled Beetroot** 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\_boiled\_beetroot
Staghorn

**Staghorn** 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 Staghorn plants.

## How to Obtain

* Staghorn 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\_staghorn\_seed
Rabbit

Raw Rabbit Meat

Rabbit 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.

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

### Rabbit Remains

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

* Rabbit Hide
* Rabbit Meat
* Bones

### Rabbit Hide

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

### Rabbit Meat

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

### How to obtain:

#### Butcher

Rabbit Hides and Rabbit Meat can be obtained when using the Butcher job on Rabbit Remains.
The Hide can then be made into Medium Leather in a Tannery.

#### Purchase:

Merchants can sell the meat, hides, and leather.

#### Shephard:

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

#### Discovery

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

#### Spawning

Spawning: -e entity\_rabbit , -i item\_rabbit\_hide , -i item\_rabbit\_meat\_raw
Chaos Construct

The Chaos construct contains magical energies that lets your ancient create items of magic.

### Permissions Needed:

* Voidwork

An ancient that is focused on voidwork is the preferred profession to use the Chaos construct.

**The Chaos Construct 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.

* 2x Void Cell
* 1x Void Forge
* 1x Wood Stool
Uniform Overlay

The Uniform Overlay is used to manage what all of your characters wear.

Uniforms can be managed in groups, or set up for individual characters.

The two tabs at the top switch between editing an existing uniform, or assigning a uniform to a settler.

## Edit Uniform

There are 3 columns for this screen.

The Uniform Item list on the left show buffs and debuffs, and to whom it is assigned.

* At the top it shows the name of the uniform, and has the "edit" icon to show you can change the name.
* In the Uniform display, you can hover your mouse over the items to see their buffs and debuffs.
* Under the uniform, it shows the damage output of the uniform.
* Below that is the combined buffs/debuffs for the uniform. If you hover your mouse over a buff, it will show you the +/- for each item that affects it.
* At the bottom, it lists settler(s) that currently have that uniform assigned to it. If more than 1 settler has it equip, it will just say "More."

The Inventory column in the middle shows what can be equipped to a settler. NOTE: at present, it lists all items that can be equip, even if you do not own them.

Hovering over an item will show what the buffs and debuffs are for an item.

The Uniform column on the right shows the list of different uniforms. By default, a different uniform is set up for each settler at the beginning of the game.

## Assign Uniforms

This section is used to assign and view existing uniforms.

The green plus sign lets you create a new uniform.

The green P creates a new uniform for each profession.

The four buttons next to these are visibility toggles. The number on them represents how many uniforms fall under that category.

If the eye is bright and open, it will show them. If it's faded and closed, it will filter them out.

The button with the Helmet is for uniforms that are based on professions.

The three marks are for Control Group uniforms.

The settler icon is for individual uniforms.

The house icon represents uniforms that do not have a home; there is no one using that uniform.

**Assignments**

Below the option buttons, it lists all the currently visible uniforms.

The left side has the name of the Uniform Assignment, the priority number to have it equip, the edit button (currently unknown use other than the pop-up), and the X to delete the Uniform Assignment (not the uniform).

Under the option buttons, is a drop down menu to select which uniform you want attached to the uniform assignment.

To the right it lists which target(s) are attached to the assignment, then the effects on attack and any buffs/debuffs.

Return to the Tutorial Home Page.
Medium Leather Boots

Medium leather footwear for combat and cold protection

Medium Leather is equal to Stoneleaf for protection, but provides better weather protection with an evasion penalty.

Medium Leather Boots can be crafted inside of a Tannery once you have discovered the Blueprint.

The Blueprint will be discovered once you have enough materials.

Medium Leather Boots
Viola

**Viola** 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 Viola plants.

## How to Obtain

* Viola 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\_viola\_seed
Temba

**Temba** 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 Temba plants.

## How to Obtain

* Temba 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\_temba\_seed
Roasted Night Ghost Meat

Roasted NightGhost Meat

**Roasted NightGhost 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\_night\_ghost\_meat
JobMine

The Mine job is used to remove blocks that can be naturally occurring to gather the resources from them, or to clear the space for other use.

To mine an area, click on the Jobs menu button found on the left side of the bottom right interface menu.

The Mine button is the default when the menu is first opened, and is found in the top left corner of the menu that pops up.

To start a mining job, click on the tile that you want settlers to remove. The task will be assigned to a settler with the appropriate skill when they are available.

When you move your cursor over a tile, a tool tip box will display showing the actions that you can take for that tile. You can also cancel a Job that has been placed by right clicking on the tile(s) the same way that you select them.

If you are not able to perform that action on the highlighted tile, the tool tip box will show it.

## Priority

If you want to increase the priority of the mining job, so that they perform it before or after other tasks, you have to change the importance of the job.

Selecting Priorities (Overlay menu on the left)
Priority Level 0
Priority Level 1
Priority Level 2
Without priority number
Without priority number
Without priority number

With priority number
With priority number
With priority number
 These jobs will not be performed by settlers.

To show or disable the priority number, click on the Job Priority Overlay button on the bottom left menu.

To show or disable the Job icon, click on the  Job Overlay button on the bottom left menu.

To set up a Job over an area, you can hold the left mouse button to select a range of tiles. The selected range will be outlined with white.

You can select an outline area by holding the CTRL key when you hold the left mouse button; only the outside tiles of the area will have the job set up.

Tip: When mining on multiple layers, it may be helpful to have the layers you want done first set with a higher priority to ensure that they are done in order, and to avoid mining to slow or halt because jobs are not set to be done in an order the settlers can perform.
Rhodo

**Rhodo Seed** 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 Rhodo plants.

## How to Obtain

* Rhodo 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\_rhodo\_seed
Tangle Thorn Mushroom Spores

**This item does not currently exist in the game, but it has been left in the Wiki (not updated) for reference.**

```
Item name: Tangle Thorn **Mushroom Spore**

```

```
Item ID: **item\_tangle\_thorn\_mushroom\_spore**

```

```
Flammable Chance: **100**

```

```
Burn Fuel: **?**

```

```
Merchant Value: **?**

```

```
Rarity Type: **0**

```

```
Is Unique: **No**

```

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

```

```
Damage Value: **Null**

```

```
Damage Bonus: **0**

```

```
Category: **Seed**

```

```
Stack Size: **5**

```
Roasted Cow Meat

```
Item name: **Roasted Cow Meat**

```

```
Item ID: **item\_cow\_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 cow in a kitchen or campfire will give you a roasted cow.
Winter Stew

Winter Stew

**Winter 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\_winter\_stew
Work Stations

Crafting in Odd realm involves designating a Room, building its requirements then going through the Work station screen. A settler with the particular Work Station's permissions will then process an order from this screen.

The number of orders can be incremented or decreased on the Orders panel (can increment by 5 by pressing shift) and can issue an auto job with a max order limit of 50 whenever a certain crafted item goes below this auto job issue.
Inventory

The Inventory window lists all of the settlements items, this shows all of the available things that can be collected by your settlers with no regard of the proximity or distance from which your zones or your settlers are located. The window lists the Icon, Name and Amount of items of your settlement.

On the right of each items has the [T] and [-] buttons. The [T] button is for item tracking that will display the Item and its amount on the top-left corner of your HUD, while the [-] serves as a deletion button of your chosen item, any unwanted item can be deleted from existence by using this button.

Item deletion is automatic and wipes out the amount you want to delete of that particular item instantly with no indication of which items will get deleted.

Notes:

* Item tracking and Inventory Item filters were introduced on v0.7.0.9
Medium Leather Hat

Medium leather hat for combat and cold protection.

Medium Leather is equal to Stoneleaf for protection, but provides better weather protection with an evasion penalty.

Medium Leather Hat can be crafted inside of a Tannery once you have discovered the Blueprint.

The Blueprint will be discovered once you have enough materials.

Medium Leather Hat
Roasted Squeaken Meat

```
Item name: **Roasted Squeaken Meat**

```

```
Item ID: **item\_squeaken\_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 squeaken in a kitchen or campfire will give you a roasted squeaken.
Transmutation Chamber

The Transmutation chamber contains the Ancient's knowledge to prolong their lifespan through altering the materials of the Odd Realm into items that help augment an Ancient's life, specifically Void shards.

### Permissions Needed:

* Voidwork

An ancient that is focused on Voidwork is the preferred profession to use the Chaos construct.

**The Transmutation Chamber 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 Lectern of Knowledge
* 1x Wood Seat
* 1x Book Case
Summoning Chamber

The Summoning chamber enables a Summoner to call upon familiar entities to serve and assign to toil upon menial tasks for the welfare of an Ancient edifice.

### Permissions Needed:

* Evocation

An ancient that is focused on Evocation is the preferred profession to use the Summoning Chamber.

**The Summoning Chamber 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 Void Cell
* 1x Void Catalyst
* 1x Dais
Pala Tree

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

## How to Obtain

* **Pala 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\_pala\_tree\_seed ~ Note: Trees themselves cannot be spawned.
Utilities

Utilities are the functions that provide additional information and interaction features to make it easier to know how things may interact and process.

1. All Overlays: This will allow you to see multiple Overlay sections at the same time. You can hold the "TAB" key down, to have these appear while you have the key pressed.
2. Job Overlay: This is used to show which jobs are being done at which location. These will show while holding TAB.
3. Room Overlay: This is used to show what type of room may be on the tiles. These will show while holding TAB.
4. Job Priority Overlay: The first P is used to show job Priority. You cannot change priorities in this view.
5. Blueprint Priority Overlay: The second P is used to show blueprint priority. You cannot change priorities in this view.
6. Temperature Overlay: This is the Temperature Overlay so you can see the temperature for each tile.
7. Vertical Pathing Overlay: This will indicate a change in height in relation to the current layer view.
	* Blank means no (additional) change, blue down arrow means it's lower
	* Blue down arrow shows the line where the tiles are lower than the current view level.
	* Green up arrow means the tile next to it is higher than the currently selected view.
8. Block Quantity Overlay: This will show you how many of the item at that location there are.
9. Water Overlay: This will place a blue square on water tiles.
10. Highlight Entities: This will place a glow around entities to make them easier to see.
11. Single Layer Only Selections: This will change your view to be the single layer and only allow you to choose jobs or build on the designated layer.
12. Border Only Selections: This will allow you to do a task while only affecting the outside edge of the area selected; this is useful when creating walls for a room.
H0-9Rooms

File:H0-9Rooms.png
**Rooms** are designated areas that, when combined with the required Props, allow their owners to craft and obtain items, rest, and reproduce.

## Requirements

All rooms except the Bedroom require Props built inside them to function. The Camp Fire, for example, requires 2 Stools and 1 Fire Pit. After they meet their requirements, Rooms require an owner assigned in order to be functional.

Settlers with the preferred profession will automatically assign themselves to Rooms; for example a Cook settler will automatically assign itself to a Kitchen.

In Bedrooms, settlers in the same family will assign themselves to the same one.

 File:H0-9Room placement window.png
## Specifics

* **Room Size** - This will determine how many settlers can be in your room. For every 3 tiles, you can have 1 Settler. A 3x3 Bedroom will house 3 Settlers.
* **Room Settings** - You can click on a room to open its settings window. From here, you can change the owner, rename the room, and designate items to be used.

 * Foundry  File:H0-9foundrybutton.png
 * Farm  File:H0-9farmroombutton.png
 * Tavern  File:H0-9Tavernbutton.png
 * Clothier

 File:H0-9Clothier.png   | * Tannery

 * Retrograde Arcanum  File:H0-9retrogradearcanum.png
Roasted Pumpkin

Roasted Pumpkin

**Roasted Pumpkin** 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\_Pumpkin
Void Crystal

**Void Crystals** are a crucial part of many Ancient buildings and creations, shaped from their lesser form, Void Shards.

## Obtaining

Void Crystals can be found in the wild as Void Crystal nodes which spawn anywhere from the surface level to deep underground. Mining these nodes yields a small amount of Void Crystals as well as an additional amount of Void Shards.

Void Crystals can also be crafted at a Retrograde Arcanum room, via the Workshop tab of the Production menu.

## Usage

Void Crystals are used to create Void Cells, which are an integral part of some Ancient Rooms- namely the Immortality Tomb.

Void Mines, a potent explosive device used to forcefully evict unwanted hostiles, can also be made using Void Crystals.
Summoner

Summoner Profession Icon

A profession specialized at summoning entities. Evocation is a significant magic among Ancients as lesser tasks are to be handled by familiar enties. A proficient summoner can invoke stronger and efficient entities.

## **Skills**

 Inner demons
 Power not underwhelming
 In one piece
 Quick learner
 Astral recall
Settlers Screen

The Settlers Screen allows viewing of settler statuses, change their professions, or toggle Skill Permissions or what they are allowed to do.

The Settlers screen can be accessed by going through the Settlers screen button on the lower-right corner of the HUD with the settler head icon or by pressing its shortcut key [L].

## Permissions

Settlers currently are able to be assigned the following work:

* Log
* Wood Work
* Stone Work
* Metal Work
* Cook
* Fish
* Dismantle
* Harvest
* Carry
* Cut
* Plant Crops
* Fight Melee
* Fight Ranged
* Tame
* Mine
* Loot
* Forestry
JobHarvestStandingCrops

The Harvest Standing Crops job is used to remove grass that is on dirt, without damaging any crops that may be on them.

To Harvest Standing Crops an area, click on the Jobs menu button found on the left side of the bottom right interface menu.

The Harvest Standing Crops button is the fourth button from the top left.

To start a Harvest Standing Crops job, click on the tile that you want settlers to clear. The task will be assigned to a settler with the appropriate skill when they are available.

When you move your cursor over a tile, a tool tip box will display showing the actions that you can take for that tile. You can also cancel a Job that has been placed by right clicking on the tile(s) the same way that you select them.

If you are not able to perform that action on the highlighted tile, the tool tip box will show it.

## Priority

If you want to increase the priority of the Harvest Standing Crops job, so that they perform it before or after other tasks, you have to change the importance of the job.

Selecting Priorities (Overlay menu on the left)
Priority Level 0
Priority Level 1
Priority Level 2
Without priority number
Without priority number
Without priority number

With priority number
With priority number
With priority number
 These jobs will not be performed by settlers.

To show or disable the priority number, click on the Job Priority Overlay button on the bottom left menu.

To show or disable the Job icon, click on the  Job Overlay button on the bottom left menu.

To set up a Job over an area, you can hold the left mouse button to select a range of tiles. The selected range will be outlined with white.

You can select an outline area by holding the CTRL key when you hold the left mouse button; only the outside tiles of the area will have the job set up.

Tip: If you have the Saga tree opened to have a farm, you will find that it saves time and attention by automatically harvesting crops when they are finished growing.
Roasted Mud Cat Meat

Roasted Mud Cat Meat

**Roasted Mud Cat 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\_mud\_cat\_meat
Skyberry

Raw Skyberry

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

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

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

## Recipes

 Skyberry Wine | Cook | Distillery | 3 Fresh Skyberry
1 Water (Unpurified)

## How to Obtain

* Skyberry 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\_skyberry\_raw, -i item\_skyberry\_seed ~ Note: The plants themselves cannot be spawned.
Night Sleep

**Night Sleep** 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 Night Sleep plants.

## How to Obtain

* Night Sleep 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\_night\_sleep\_seed
Stoneleaf

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

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

## How to Obtain

* Stoneleaf plants will grow on random grass blocks during Fall in Taiga biomes.
* They can be purchased from Traveling Merchants as seeds.
* 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\_stoneleaf\_seed ~ Note: The plants themselves cannot be spawned.
Sacaton Grass

**Sacaton Grass** 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 Sacaton Grass plants.

## How to Obtain

* Sacaton Grass 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\_sacaton\_grass\_seed
Sand Shrimp

Raw Sand Shrimp Meat

**Sand Shrimp** 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 Sand Shrimp Meat
Rice

## How to Obtain

* Sand Shrimp 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\_sand\_shrimp\_meat\_raw, ~ Note: The fish themselves cannot be spawned.
Steamed Rice

```
Item name: **Steamed Rice**

```

```
Item ID: **item\_rice\_steamed**

```

```
Flammable Chance: **100**

```

```
Burn Fuel: **3**

```

```
Merchant Value: **6**

```

```
Rarity Type: **0**

```

```
Is Unique: **No**

```

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

```

```
Damage Value: **Null**

```

```
Damage Bonus: **0**

```

```
Category: **Cooked Food**

```

###  How to Obtain:

#### Method 1:

Steaming rice in a kitchen or campfire will give you steamed rice.
Mirmit

Raw MirmitMeat

Mirmit 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.

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

### Mirmit Remains

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

* Mirmit Hide
* Mirmit Meat
* Bones

### Mirmit Hide

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

### Mirmit Meat

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

1 Wheat Flour
1 Rice

### How to obtain:

#### Butcher

Mirmit Hides and Mirmit Meat can be obtained when using the Butcher job on Mirmit Remains.
The Hide can then be made into Light Leather in a Tannery.

#### Purchase:

Merchants can sell the meat, hides, and leather.

#### Shephard:

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

#### Discovery

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

#### Spawning

Spawning: -e entity\_mirmit , -i item\_mirmit\_hide , -i item\_mirmit\_meat\_raw
Mining

Mining enables your settlement to acquire ores, discover dungeons and explore what lies beneath the surface.

Unlike different DF-like games ore-types in Odd Realm don't increase in possibility the lower level you go. Ores have their own level of spawning and don't spawn at random on other levels.

*See Ore Generation page for more info*.

## Mine Transit:

* Stairs need to have a free block in between in order to enable faster climbing. It drastically reduces climbing time of settlers and helps in mines.

* Ladders can be stacked on top of each other but reduces a little climbing time.

#### **Stairs configuration:**

**(Top down view)**

Z-level 40 Camera Level - digging down 3-tiles

Z-level 39: [Stairs]

Z-level 39: [Block]

Z-level 38: [Stairs]

Z-level 38: [Block]

Z-level 37: [Stairs]

Z-level 37: [Block]

*and so on.*

## Mine Job:

A settler with Permissions set for mining will be able to work on mine jobs by manually designating areas to mine out.

## Room Information:

Currently the mine job doesn't have a particular room that incorporates the job.

## Profession Information:

The Miner profession is the preferred profession for toiling Mine jobs their perks are built to improve from working with Mine Skills.
Roasted Deer Meat

Roasted Deer Meat

**Roasted Deer 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\_deer\_meat
Mushroom Wine

Mushroom Wine

**Mushroom 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.

## Recipes

 4 Mushroom Wine
 4 Mushroom Wine
1 Water (Unpurified)

## 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\_mushroom\_wine
Bronze Ingot

**Bronze Ingots** are a Refined Material created using 1 Copper Ore, 1 Tin Ore, and 1 Coal to create 3 **Bronze Ingots** with a Foundry. Items that require Bronze Ingots to be made require the Metalwork skill.

### How to obtain:

#### Mining:

Copper Ore and Tin Ore can be found in mining veins 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.
Odd Realm Help F.A.Q of Odd

This in the In-game Help button located at the lower right corner of the HUD.

Contains the Frequently Asked Questions of Odd for some quick information regarding things and mechanics that may not be that obvious.

## How Do I Fish

1. Have a settler with the Fishing Skill enabled.
2. Have a Fishing Pole equipped on that settler.
3. Assign a Fishing Job at the edge of a body of water.
4. Make sure there are fish nearby.
	* You can see fish by drag-selecting over the body of water.

## How Do I Create Containers?

Containers are unlocked within the Industry Saga tree. You can gain access to containers with any branch of the Industry Saga tree after "The Basics."

See BETAContainers for more information.

## How Do I Get More Settlers?

Settlers will try to find compainions (<3) and have children as time goes on (non-Ancient).

Settler may show up and ask to join your settlement

Settling close to friendly towns is a good way to get migrant settlers to appear.

Attacking entities can be captured in a cage and turned to your side using the Taming skill using the Capture Job.

## How Do I Equip Items?

When you open the Entity Overlay (double clicking an entity), click on a Tool or Gear slot to open the "Inventory" panel on the right.

* You can then filter the items by clicking on the "Tools" or "Gear" filter.
* Drag the item you want to equip to the appropriate location.

## How Do I Create More Items?

1. 1) Build the required props for a Room that produces Items (I.E. the Work Shop). You can see the requirements from the Rooms toolbar.
2. 2) With the rooms toolbar open, click and drag the area with the props. This will be the "Room."
3. 3) Open the Workstation window. You should see items to queue up for building if you have the materials.

## How Do I Find And Smelt Ore?

You'll need to use a miner to start digging into the ground.

Tin and Copper are more common near the surface and once you've mined some of it, you'll be able to smelt it at the Foundry.

You'll need someone with the Metal-Working skill (I.E. a Blacksmith) to use the Forge.

## How Do I Build A Roof?

Your settlers won't like sleeping out in the rain. To build a Roof, navigate to the roofing tab in the Build Toolbar. You can build objects in the air by holding ALT.

## How Do I Get Rid Of Items?

From the Inventory Window (Press the I hotkey or the inventory button in the top right of your screen).

This will display all of your items. The button on the Right side of the item lets you specify a number of items to destroy.

Alternatively, you can wait for a merchant to arrive and give/trade items away.

## How Do I Tame Animals?

Wild animals need to be captured in a cage and tamed using the Capture Job, using the Taming Skill.
Roasted Tomato

Roasted Tomato

**Roasted Tomato** 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\_tomato
Oak Tree

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

## How to Obtain

* **Oak 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\_oak\_tree\_seed ~ Note: Trees themselves cannot be spawned.
Roasted Zucchini

Roasted Zucchini

**Roasted Zucchini** 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\_zucchini
Sikari

**Sikari** 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 Sikari plants.

## How to Obtain

* Sikari 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\_sikari\_seed
Roasted Nightwing Meat

Roasted Nightwing Meat

**Roasted Nightwing 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\_nightwing\_meat
Raw Mud Cat Meat

```
Item name: **Raw Mud Cat Meat**

```

```
Item ID: **item\_mud\_cat\_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**

```

#### Method 1:

Kil.. I mean gentling sending off a mud cat will drop a piece of raw mud cat meat.
Professions

Professions in Odd realm enable your settlers to specialize their work and acquire skills to enhance their roles in a settlement.

There are several kinds of professions and some are unique to each race.

Note: Individual profession pages are not yet created for 0.10.X, links on this page are to version 0.9.X profession pages.

**Adding/Changing Professions**

In order to have a profession, children must reach the age of 16. Upon reaching this age, go to the settler screen (L, by default).

From here you can change the profession from the series of buttons on the left hand side of the window, in order these are:

\*Go to settler

\*Add to Selection/Deselect

\*Remove Race Tracking on HUD

\*Change Profession/Current Profession icon

Here is each class with the skills that will level with the settler.

Archer
* Ranged Fighting Skill
* Carrying Skill
* Survival
Blacksmith
* Metalworking Skill
* Removing Skill
* Carrying Skill
Carpenter
* Woodworking Skill
* Removing Skill

Cook
* Cooking Skill
* Carrying Skill
Farmer
* Harvesting Skill
* Planting Skill
* Carrying Skill
Fisherman
* Fishing Skill

Forester
* Logging Skill
* Forestry Skill
* Survival Skill
* Carrying Skill
Laborer
* Carrying Skill
Miner
* Mining Skill

Leatherworker
* Leatherworking Skill
Tailor
* Clothworking Skill
Shepherd
* Taming Skill
* Survival Skill

Warrior
* Melee Combat Skill
* Surival Skill
* Carrying Skill
Stone Mason
* Stoneworking Skill
* Removing Skill
* Carrying Skill

Arcanist
* none
Mage
* Evocation Fighting Skill
Summoner

Thaumaturge
* Voidworking Skill
* Carrying Skill
Roasted Crab Meat

```
Item name: **Roasted Crab Meat**

```

```
Item ID: **item\_crab\_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 crab in a kitchen or campfire will give you a crabby patty.
Nila Tree

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

## How to Obtain

* **Nila Trees** will grow in random grass blocks on a new map in Taiga biomes and can grow new plants from mature trees.
* Treee 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\_nila\_tree\_seed ~ Note: Trees themselves cannot be spawned.
Vytrax

Raw Vytrax Meat

Vytrax 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.

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

### Vytrax Remains

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

* Vytrax Hide
* Vytrax Meat
* Bones

### Vytrax Hide

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

### Vytrax Meat

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

1 Wheat Flour
1 Rice

### How to obtain:

#### Butcher

Vytrax Hides and Vytrax Meat can be obtained when using the Butcher job on Vytrax Remains.
The Hide can then be made into Medium Leather in a Tannery.

#### Purchase:

Merchants can sell the meat, hides, and leather.

#### Shephard:

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

#### Discovery

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

#### Spawning

Spawning: -e entity\_vytrax , -i item\_vytrax\_hide , -i item\_vytrax\_meat\_raw
Raw Sand Shrimp Meat

```
Item name: **Raw Sand Shrimp Meat**

```

```
Item ID: **item\_sand\_shrimp\_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 sand shrimp will drop a piece of raw sand shrimp meat.
Sausage

Sausage

**Sausage** 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 Sausage
 4 Sausage
 4 Sausage

## 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\_sausage