recursal/Fanatic-Fandom huggingface dataset:
Hoodwink

*“...But mum, sometimes I have a dream and it's not like that at all. It's scary.”* — Tumble
*“Ah. Well those are the hoodwinks, they're the naughty ones. They make dreams too, only their dreams are horrid...”* — Ruff and Tumble's mother
Hoodwinks are small enemies and the malicious counterparts to the winks, crafting nightmares instead of dreams.

They are characterised by their green spherical body, yellow horns, single tooth and the loud ravenous sounds they make. They can also hide in chests, so players need to prepared each time they open one.

Hoodwinks are abundantly found all over the dream realms and in most of their nightmares, having created them in the first place.

Somehow Nitekap managed to create or gain control of all the hoodwinks and ensured they do his bidding. Nitekap then instructed them to kidnap all 40 winks and contain them in their nightmares.

## Strategy

Hoodwinks have a both a ranged and melee attack. At range they will spit a green projectile (presumably acid) at the player and up close they will scratch with their claws.

## Trivia

The hoodwink's name is derived from the English idiom "to be hoodwinked" which means to be deceived.
How to play guide for 40 Winks

*This article is a stub. You can help 40 Winks Wiki by expanding it.*

This page will serve as a basic **how to play guide for *40 Winks***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## Controls

### PlayStation One

* Start – Pause the game
* Select

#### Face buttons

* ❌ — Jump
* ○ — Ranged attack (uses 1 moon)
* □ — Melee attack
* △ — View camera in 1st person (HOLD)

#### Shoulder buttons

* L1 – rotate camera
* L2
* R1 – rotate camera
* R2

#### Left analog stick/D-Pad

As with all PlayStation One games of the time, the left analog stick and D-Pad behave identically and in-game are used to move Ruff or Tumble through the environment.

* ↑ — Move forwards
* ↓ — Move backwards
* ← — Move left
* → — Move right

## See also

* Release date
* System requirements
Werewolf

The Werewolf is a large enemy exclusive to the Nighmare Realm.

Large, hulking beasts, the werewolves are found in Witch Way Woods; their fast speed and heavy attacks make them deadly threats to the player.

## Behavior

Werewolves are extremely dangerous to the player, as they are fast moving and pack a hard attack while also boasting high health and a unique ability all to themselves.

In addition to running quickly, Werewolves may initially startle the player with their jerky movements while doing so. Werewolves only have one attack, which is their bite; if the player gets too close, the Werewolf will lean back and lunge it's head forward, snapping it's jaws on the player and dealing a heavy 5 Zs of damage. They are also highly durable in comparison to other monsters that share the same world; it takes 12 hits to kill a Werewolf on easy mode, similar to a Monster.

### Jumping

Werewolves possess the ability to jump through the air, a trait that no other enemy in the Nightmare Realm possesses. While jumping is not a direct attack, it can make it harder to hit a Werewolf midair; in addition, if you're not quick, a Werewolf can easily jump around you and inflict a bite fast.

Only 2 werewolves actually appear in the entirety of the game, and both only in Witch Way Woods. Despite appearing only twice, they are still highly dangerous enemies, and both *must* be defeated in order to advance in the game, since they both act as guards to locked doors, which will not open without killing them. Due to the heavy damage they inflict, it is best to kill them quickly since they cannot be avoided; players should aim to kill them fast, And continue moving around while doing so, so as not to get hit themselves in the battle.

## Trivia

* the Werewolf only appears in Witch Way Woods. It is the only non area-boss enemy in the Nightmare Realm to only appear in one zone.
* Only 2 werewolves actually appear in game; one brown one at the start of Witch Way Woods, and one gray one deeper in the level.
* Werewolves are one of the largest enemies in the Nightmare Realm, Towering over Ruff and Tumble even more so than Monsters and Killer Plants.
Lunar Mice Meteorite

*"Nitekap's naughty aliens have abducted 2 Winks. Rescue them from the Lunar Mice Meteorite."* — Wakey Wakey
*"Greetingz earthlings, you have no chance against our superior species... You may as well go home now."* — Alien
Lunar Mice Meteorite is a base on the moon and green dreamkey nightmare within the Space Realm.
Tumble Down Ruins

*“It looks as if a great battle was once fought here. Wind you way through Tumble Down Ruins and find the 2 Winks that are lost here.”* — Wakey Wakey
*“Halt all ye who enter here! I am loyal to King Nitekap and will defend him to the bitter end!”* — Knight
Tumble Down Ruins are the remains of a medieval battlefield and a green dreamkey nightmare within the Castle Realm.
Ninja

Unique abilities | Rope climbing, spin attack

The ninja is an ability given to both Ruff and Tumble. The ninja's jack-in-the-box has a yin-yang symbol, which is associated with Asian culture in the west.

Ruff is given a dark purple outfit and facemask, along with two swords. Tumble is given a pink martial artist outfit, along with a bō staff.

This is the only transformation that appears in every world.
Underwater Boss

Weakness | steering

*"Crikey! Nitekap has created a mechanical crab to help Threadbear defeat you. Watch out for those claws."* — Wakey Wakey
*"Prepare to meet your maker!"* — Threadbear
The Underwater Boss is a giant mechanical crab that Threadbear pilots. The crab can use the pincers at close range or fire them at Ruff or Tumble as a projectile. The crab also has a homing missile launcher. Unfortunately this giant crab has terrible steering.

## Guide

The Underwater Boss can be quite a challenge if unprepared due to its speed, attack power and the fact that regular crabs are littered all over the arena. However the Underwater Boss is vulnerable to steering, so the strategy is to start running around the arena in circles (either clockwise or anti-clockwise) until the Underwater Boss losses control, then perform a dash attack to take off a hitpoint. Repeat this strategy an additional 4 times until you have won.
Castle Realm

The Castle Realm is the fifth dream realm that the protagonist encounters in their journey to free all 40 Winks and defeat Nitekap.

The realm has a fantasy medieval theme.

## Nightmares

* Deep Dark Dungeon – A castle dungeon holds 2 Winks, red dreamkey level.
* Knight Time Towers – A series of towers holds 2 Winks, blue dreamkey level.
* Tumble Down Ruins – The remains of a battlefield hold 2 Winks, green dreamkey level.

## Boss

*Main article: Castle Boss*
The Castle Boss is the steed Clip Clop that Sir Threadbear rides.
Fairy

Unique abilities | Improved jumping height, breathe underwater, immune to poisonous gas and steam

The fairy is an ability given to Tumble. The fairy's jack-in-the-box has a star symbol, as it's the female counterpart to the Jester.

Tumble is given a pink dress with white gloves and a gold crown as well a magic wand with a star. Her attack power is increased, as well as being given an immunity to drowning, poisonous gas and steam.
Snoozy Woozy Satellite

*"Alien smugglers have taken 3 Winks. They are to be sent into orbit onboard the Snoozy Woozy Satellite. Go get them before Nitekap does."* — Wakey Wakey
*"Uh uh uh... Boris the cosmonaut monkey has visitors. Uh uh uh... More aliens!!"* — Cosmonaut Monkey
**Snoozy Woozy Satellite** is the interior of a satellite and red dreamkey nightmare within the Space Realm.
RT Token

RT tokens are pickup items that allow the protagonist to gain extra lives. For every 10 RT tokens found, an extra life is granted.

RT tokens are scattered throughout the dream worlds and can be gained in nightmares by visiting secret areas, jumping to hard-to-reach places and re-saving winks.

## Trivia

RT tokens are functionally similar to coins in the Super Mario Bros. series, although instead of needing to find 100 coins, only 10 RT tokens are required.
Nitekap

*“If I can't have a good night's sleep then why should anyone else? From now on sweet dreams have been cancelled!”*
Nitekap is the main antagonist of 40 Winks. He seems to hold high authority in the land of dream as his resemblance can be found throughout the six dream realms.

He orchestrated a plan to kidnap the winks and trap them in nightmares to spite the rest of the world and ensure they would suffer a similar insomnia to his own.

It is revealed at the end of the game that the source of his insomnia is the clock in his bedroom, which ticks so loudly that he cannot sleep. After Ruff and Tumble destroy it, he becomes somewhat nicer.

It is unexplained as to how he got control of the hoodwinks in the first place.

## Trivia

* Nitekap is possibly based off Ebenezer Scrooge from *A Christmas Carol* by Charles Dickens. Both are elderly gentlemen who are insomniacs known for their cold approach and bad temper.

* Though he is the main antagonist, he is not actually fought by the player as a boss.
Nightmare Realm

The Nightmare Realm is the first dream realm that the protagonist encounters in their journey to free all 40 winks and defeat Nitekap.

The realm has a horror theme, which is considered by many to be the most quintessential example of a nightmare.

## Nightmares

* Tick Tock Manor – A haunted, desolate manor house that holds 2 winks, blue dreamkey level.
* Witch Way Woods – A haunted forest where 3 winks lost their way, red dreamkey level.
* Creepy Crawly Cemetery – A haunted cemetery where 2 winks are imprisoned by Big Ghost, green dreamkey level.

## Boss

*Main article: Nightmare Boss*
The Nightmare Boss is a giant spider that Threadbear somehow tamed and is able to ride. Unfortunately this giant spider has terrible stamina.

## Race

*Main article: Nightmare Race*

Threadbear's champion, the Witch offers to race Ruff and Tumble with the following wager. If Ruff and Tumble win they keep the items acquired, but if they lose they forfeit every acquired so far.
40 Winks Wiki

Welcome to the 40 Winks WikiWelcome to the 40 Winks Wiki
The 40 Winks guide for Ruff, Tumble, Nitekap and more written and maintained by the players.

Please feel free to contribute by creating new articles or expanding on existing ones. We are especially in-need of the following:

**Writing** – every article is a stub, please take the time to flesh out each article and make this wiki useful to everyone who plays 40 Winks.
**Images** – so please take screenshots in-game, add cover art, icons or find a way to sift through the game's files.
**Technical names and data** – technical names and data found in the game's files. Also most of the names used for enemies are speculative.

Additionally for any font designers out there we would like a font file for the dialogue font to use for headings!

About 40 Winks

40 Winks is a 3D action platforming game developed by Eurocom, published by GT Interactive, and released in 1999 for the PlayStation One. The title comes after the phrase forty winks; *“To take **forty winks** is to take a nap for a short period of time (usually not in bed), or to take a short sleep during the day.”*

[Read more...]

Content

**Protagonists**
* Ruff
* Tumble
* Wakey Wakey
* Wink

**Abilities**
* Monster
* Jester and Fairy
* Ninja
* Robot

**Pickups**
* Zed
* Moon
* Cog
* Dreamkey
* RT Token

**Antagonists**
* Nitekap
* Threadbear
* Hoodwink
* Witch
* Big Ghost

**Enemies**
* Spider
* Ghost
* Zombie
* Frankenstein Monster
* Killer Plant
* Werewolf
* Pufferfish

Dream Realms
Ruff & Tumble's House
Final Boss

**Nightmare Realm**
* *Nightmare Boss*
* Creepy Crawly Cemetery
* Tick Tock Manor
* Witch Way Woods

**Underwater Realm**
* *Underwater Boss*
* Crazy Crab Caverns
* Crusty Rusty Wreck
* Splish Splash City

**Space Realm**
* *Space Boss*
* Cosmic Cheese Caves
* Lunar Mice Meteorite
* Snoozy Woozy Satellite

**Prehistoric Realm**
* *Prehistoric Boss*
* Drip Drop Swamp
* Stony Bony Valley
* Tippy Toe Temple

**Castle Realm**
* *Castle Boss*
* Deep Dark Dungeon
* Knight Time Towers
* Tumble Down Ruins

**Pirate Realm**
* *Pirate Boss*
* Barnacle Boatyard
* Pirates Paradise
* The Scary Mary

Guides
* How to play guide for 40 Winks
* System requirements
* Release date

Videos

*See more videos*

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Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Pulses

**Pulses** are the seeds of many types of leguminous crops. In Dawn of Man they are the fruit of lentils, peas, chickpeas, and Bitter Vetch. Pulses must be cooked prior to human consumption.

## Requires

* Pulse Processing (to pick)
* Pulse Domestication (to plant)

## Notes

* Pulses are a food harvested from legume crops in summer.
* Harvested pulses decay after 0.5 years

## Gallery

* Baskets of pulses on a donkey-led cart
* Settlers delivering harvested pulses from the fields
Tent

The **Tent** is a residence structure that is the earliest and most basic shelter available.

## Requires

* 4x Sticks
* 2x Dry Skin

## Stats

* 4x Storage slots
	+ Maximum capacity 40 (10x items per stack)
* x3 People can shelter
* +3 Population capacity
* +1 Prestige
* Resources stored here last 1.5x longer
* Structure lasts 3 years

## Upgrade to Hut

* 1x Log
* 4x Sticks
* 2x Straw
* 4x Mud

## Notes

* Tents can be repaired for additional Resource cost.
* Upgrades to Hut for additional Resource cost.
Bear

*Not to be confused with Cave Bear.*

**Bears** are wild animals that can be found and killed for extractable resources.

## Resources

Yield per animal type

## Notes

* This animal might attack humans, or retaliate when it itself or a nearby young Bear is attacked.
* 1x Knowledge will be gained on first successfully hunting a Bear, as well as when subsequent numbers of Bears are hunted, such as 5 or 100.
* Appears in the Mesolithic Era
Iron Mine

The **Iron Mine** is a mining building which can be placed on iron deposits (full or emptied) to increase the extraction quantity and speed of iron ore. It has space for 3 people, 4 ores, a condition of 500 and a limit of 100 iron ore before depletion.

## Requires

* Iron Smelting
* x20 Log to build

## Notes

* Iron mines can be upgraded into deep iron mines before or after depletion.
* While inside villagers are safe from weather effects.
Muskox

**Muskoxes** are large herbivores available in the Northlands scenario that can be found and killed for extractable resources.

## Resources

Yield per animal type

## Notes

* This animal might attack humans, or retaliate when it itself or a nearby young Muskox is attacked.
* Mustoxen, like other ancient animals, are only found in the Stone Age and become extinct with the close of the Neolithic Era and the opening of the Copper Age, regardless of how many you have hunted.
* 1x Knowledge will be gained on first successfully hunting a Muskox, as well as when subsequent numbers of Cave Bears are hunted, such as 5 or 100. The Winter Hunt Milestone can be reached through hunting a Muskox, along with a Mammoth and Woolly Rhino and Cave Bear in The Northlands freeplay scenario.
Paleolithic Era

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

The **Paleolithic Era** is the first stage of the Stone Age and the opening era of *Dawn of Man*. The Paleolithic period is characterized by use of rudimentary chipped tools, basic food preservation methods, and early spiritual experimentation. It is followed by the Mesolithic Era.

## Technology

Technologies unlocked during this era include:

* Bone Tools
* Composite Tools
* Slingmaking
* Food Drying
* Dog Domestication
* Dog Training
* Tanning
* Spirituality
40 Winks Wiki/Section 2

Content

**Protagonists**
* Ruff
* Tumble
* Wakey Wakey
* Wink

**Abilities**
* Monster
* Jester and Fairy
* Ninja
* Robot

**Pickups**
* Zed
* Moon
* Cog
* Dreamkey
* RT Token

**Antagonists**
* Nitekap
* Threadbear
* Hoodwink
* Witch
* Big Ghost

**Enemies**
* Spider
* Ghost
* Zombie
* Frankenstein Monster
* Killer Plant
* Werewolf
* Pufferfish

Dream Realms
Ruff & Tumble's House
Final Boss

**Nightmare Realm**
* *Nightmare Boss*
* Creepy Crawly Cemetery
* Tick Tock Manor
* Witch Way Woods

**Underwater Realm**
* *Underwater Boss*
* Crazy Crab Caverns
* Crusty Rusty Wreck
* Splish Splash City

**Space Realm**
* *Space Boss*
* Cosmic Cheese Caves
* Lunar Mice Meteorite
* Snoozy Woozy Satellite

**Prehistoric Realm**
* *Prehistoric Boss*
* Drip Drop Swamp
* Stony Bony Valley
* Tippy Toe Temple

**Castle Realm**
* *Castle Boss*
* Deep Dark Dungeon
* Knight Time Towers
* Tumble Down Ruins

**Pirate Realm**
* *Pirate Boss*
* Barnacle Boatyard
* Pirates Paradise
* The Scary Mary
Kharak

**Kharak** is the main location on which the events of Homeworld: Deserts of Kharak take place.

## Summary

**Kharak** is the exile home of the Kushan (Hiigaran) people, and is a dying, desert world filled with warring clans. In the southern deserts, specifically the Great Banded Desert, an anomaly known as the Jaraci Object has prompted a military investigation.
Megaloceros

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

**Megaloceros**, or giant deer, are wild animals that can be found and killed for extractable resources.

## Resources

Yield per animal type

## Notes

* 1x Knowledge will be gained on first successfully hunting a Megaloceros, as well as when subsequent numbers of Megaloceros are hunted, such as 5 or 100.
* Megaloceros, like other ancient animals, are most abundant in the Stone Age and become extinct with the opening of the Bronze Age.
Bow

The **Bow** is an excellent ranged attack weapon, used to hunt or fight enemies at a distance. They have longer range than spears but ineffective at close quarters. Bows have a superior version, Composite Bows.

## Requires

* 1x Stick
* 1x Dry Skin
* Archery

## Values

Worth 15 value in the Neolithic Era, Copper and Bronze Age.
Jaraci Object

The **Jaraci Object** is a major story element in **Homeworld: Deserts of Kharak**.

## Plot

Detected by a satellite which crash landed in the Great Banded Desert, the Jaraci Object, also known as the "primary anomaly", is likely the starship Khar-Toba, which was revealed in Homeworld 1. Rachel S'jet is tasked with leading a military expedition into the desert to uncover the truth behind the object.
Donkey

*Not to be confused with Wild Donkey.*

**Donkeys** are domestic animals that can pull carts or be killed for extractable resources.

## Resources

#### Adult

* 4x Raw Meat
* 2x Raw Skin
* 1x Bone

#### Old

* 3x Raw Meat
* 2x Raw Skin
* 1x Bone

## Obtained from

* After selecting a young Wild Donkey click capture and one of your people will domesticate the foal to obtain more donkeys.
* Adult females will get pregnant and give birth to new animals as long as there is an adult or old male around.
* The Trader will sometimes offer donkeys for trade.

## Notes

* Used primarily to pull a Cart.
* Donkeys that are pulling a cart do not require feeding or shelter. Donkeys without carts do.
Dog

A **Dog** is a domestic animal that can defend the settlement or nearby humans from attack. They can be killed for extractable resources.

## Health

Yield per animal type
 Hit Points | 62

## Obtained from

* After selecting a young Wolf, click capture and one of your people will domesticate the pup to obtain more dogs.
* Dogs will keep on coming to the village at a steady rate, depending on the population.

## Notes and trivia

* Excellent guards and will help you fight any intruders.
* They eat leftovers from humans and do not require shelter.
* Whereas the Dog's Wild Variant, the Wolf, provides 1x Bone and 3x Raw Skin upon being butchered, the domesticated Dog only provides Raw Meat.
* The Dog is the only Domestic Animal that does not need to be captured or bought from the Trader once the appropriate Tech has been unlocked.
* The Dog is the only Domestic Animal that cannot be bought from the Trader at all.
Hearth

A **hearth** is one of the first production structures available. The center of every settlement begins with one. Hearths are important places to cook food and make Bread. It has a condition of 100, and is one of the buildings that does not degrade over time, requiring no upkeep or maintenance.

## Requires

* 6x Sticks
* 2x Stone

## Notes

* Raw food can be cooked here.
* Provides heat.
* Traders arrive at your hearth to begin trading
System requirements

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

The following are the minimum and recommended **system requirements** for *Dawn of Man*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## Recommended requirements

Windows
* Requires a 64-bit processor and operating system
* **OS**: Windows 7/8/10 (64 bit)
* **Processor**: Intel Core i5 or equivalent
* **Memory**: 8 GB RAM
* **Graphics**: 2 GB AMD or NVIDIA Card
* **DirectX**: Version 11
* **Storage**: 2 GB available space

macOS
* Requires a 64-bit processor and operating system
* **OS**: 10.15
* **Processor**: Intel Core i5
* **Memory**: 8 GB RAM
* **Graphics**: 2 GB AMD or NVIDIA Card
* **Storage**: 2 GB available space

## Minimum requirements

Windows
* Requires a 64-bit processor and operating system
* **OS**: Windows 7/8/10 (64 bit)
* **Processor**: 2 GHz Dual Core
* **Memory**: 4 GB RAM
* **Graphics**: 1 GB VRAM (Shader Model 3)
* **DirectX**: Version 11
* **Storage**: 2 GB available space

macOS
* Requires a 64-bit processor and operating system
* **OS**: 10.11
* **Processor**: 2 GHz Dual Core
* **Memory**: 4 GB RAM
* **Graphics**: 1 GB VRAM (Shader Model 3)
* **Storage**: 2 GB available space

## See also

* How to play guide for Dawn of Man
* Release date
Pig

Pigs are domestic animals that provide resources when slaughtered.

## Technology

Pig Domestication is needed to tame a young wild Boar to create a Pig. Pigs can sometimes be purchased from the trader once Pig Domestication is unlocked.

## Resources

Pigs are primarily used as a source of raw meat.

If slaughtered they will drop:

#### Adult

* 4x Raw Meat
* 2x Raw Skin
* 3x Bone

#### Old

* 3x Raw Meat
* 2x Raw Skin
* 1x Bone

Pigs need to be sheltered during winter.
Infection

**Infection** is a detrimental condition which can affect humans. Infection can develop randomly after sustaining injuries. Infections degrade health for a set amount of time. The infected person can perform tasks as normal during this time, if a bit slower. If the person's health reaches zero they die. The length of time infected is partly random and partly depends on how healthy the individual is.
Neolithic Era

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

The **Neolithic Era** is the third and last stage of the Stone Age. The Neolithic period is significant for its megalithic architecture, the adoption of agriculture, and widespread cultivation of livestock. The passing of the Neolithic Era marks the end of the Stone Age, giving way to the Copper Age.

## Technology

Technologies unlocked during this era include:

* Goat Domestication
* Sheep Domestication
* Pig Domestication
* Weaving
* Mining
* Straw
Release date

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

This page contains the **release information** for *Dawn of Man*.

*Dawn of Man* was released on **March 1, 2019**.

## Release information

The following FAQ was obtained from the official Steam community forum, posted by the founder of Madruga Works.

When is Dawn of Man coming out?
March 1st, 2019
Is Dawn of Man going to be Early Access?
No, we will release a full game.
Is there going to be a beta for the game?
Yes, soon.
Are you going to keep working of the game after release?
Yes, for a while, expect the same level of support as with Planetbase.
What time period is the game set in?
The game starts about 12,000 years ago, in the Stone Age, and ends at the end of the Iron Age, about 2,000 years ago.
Is there combat in the game
Yes, it is not the main mechanic, but you really will need to fortify your town and defend against raiders (or animals).
Can I micromanage people
Yes you can you can move them around and give them commands, but the game is still fully playable at the macro level (no tedious forced micro tasks).
What is the end game like?
We will have two types of scenarios:
1. Freeplay senarios, where you play the whole game unlocking the different milestones.
2. Custom scenarios, where you have to achieve a particular goal.

Is there gona be any co-op? or multiplayer?

Not in our plans, Dawn of Man will be single player only.
## See also

* How to play guide for Dawn of Man
* System requirements

## References

1. ↑ Dawn of Man: FAQ *(Last updated on 12-06-2018)*
Tin Ore

**Tin Ore** is simply ore containing tin. Derived from tin deposits, its sole purpose in Dawn of Man is for mixing with copper ore to produce bronze.

## Notes

* Like most ores and metals tin ore does not decay.
* Tin ore can be stored anywhere but is best kept in a rock pile in order to free up space elsewhere.
Ancient Shieldbearer (Caverns of Time)

This article is using {{Card template v2}}.See Help:Style guide/Card for how to edit this kind of article.Edit this article

## Ancient Shieldbearer

* Regular

Collectible

## Flavor

### Card id:

`WON_111`

*You might be looking for one of these cards: Ancient Shieldbearer.***Ancient Shieldbearer** is a rare warrior minion card, from the Caverns of Time set.

## References

 1. ↑ Lani Minella official site. Retrieved on 2017-03-20.
Dry Skin

**Dry Skin** is used to create and repair various items and structures. It is obtained from using Raw Skin in a Skins Dryer.

## Crafter

At the Crafter, Dry Skin can be used to make:

* Slings: 2 Slings are produced from one Dry Skin
* Bows: 1 Bow is produced from one Dry Skin and one Stick
* Skins Outfits: 2 Skins Outfits are produced from one Dry Skin

## Building

Dry Skin is used in Building to make:

* Tents: One Tent requires 4 Sticks and 2 Dry Skins
* Storage Tents: One Storage Tent requires 8 Sticks and 4 Dry Skins
* Crafters: One Crafter requires 2 Dry Skins and 4 Sticks
* Skull Poles: One Skull Pole requires 1 Stick, 1 Bone, and 1 Dry Skin
* Totems: One Totem requires 4 Sticks, 4 Bones, 2 Dry Skins, and 1 Log

## Values

* Worth 5 value in the Mesolithic, Neolithic and Copper Age.
* Worth 1 value in the Bronze Age.
Cattle

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

**Cow** are domestic animals that can be milked or killed for extractable resources. Cattle are similar to goats in this respect, except they produce twice as much milk per milking. They can also be assigned to use plows on farming fields, just like horses.

## Resources

#### Adult

* 6x Raw Meat
* 4x Raw Skin
* 1x Bone

#### Old

* 5x Raw Meat
* 3x Raw Skin
* 1x Bone

## Wild variant

* Aurochs

After selecting a young Aurochs click capture and one of your people will domesticate them to obtain more cattle. Cattle themselves will also breed if the player owns male and female cattle adults, and can sometimes be bought from the Trader once the corresponding Tech has been researched.

## Notes

* Females can also be regularly milked to obtain 2x Milk each time.
* Cattle require Water, Straw or Grain for food and space in a Stable for shelter in winter.
* Cattle connected to a plow do not require feeding or shelter.
* Can pull a plow but not carts.
* Cattle (like other work animals) can be detached from a plow by selecting the plow (or multiple, with double click) and disallowing cattle. They will try to find an alternative tool to attach to on their own.
* Once detached cattle will require feeding and shelter again.

## Values

Male: Worth 55 in the Bronze Age.

Female: Worth 80 in the Bronze Age
Stilting

**Stilting** is a tech from the Neolithic Era. Prehistoric bridge-building began with simple stepping stones or felling trees across gullies. The increasing use of sledge transport necessitates more durable means of traversing water. With the discovery of stilting techniques, ancient man learns to drive piles into the riverbed to span aquatic distances with greater efficiency.
Lentils

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

**Lentils** are a pulse vegetable that is available in the wild or can be grown and harvested from the farming menu. The oldest cultivated legume crop, it is a bushy annual plant well-known for its lens-shaped pod seeds. Lentils are planted in the Winter and harvested in the Summer.

## Requires

* Pulse Processing
* 1x scythe (to harvest)
Elasmotherium

**Elasmotheres** are an extinct genus of large rhinoceros, with carcasses able to supply your people with many vital resources. Large herbivores, these animals are nonetheless used to defending themselves against predators and should be approached with caution.

## Resources

Yield per animal type

## Notes

* 1x Knowledge will be gained on first successfully hunting an Elasmotherium, as well as when subsequent numbers of Elasmotherium are hunted, such as 5 or 100.
Composite Archery

**Composite Archery** is a tech from the Bronze Age which refines the bowmaking techniques. Composite bows are like traditional bows but are stronger and smaller, being made from horn, wood, and sinew laminated together. When a composite bow is drawn, the sinew and horn store more energy than wood for the same length of bow.
Sling

**Slings** are basic, easy to make ranged weapons and are used mostly for hunting, particularly in the Stone Age before bow technology is perfected. Slings have a longer range than spears, but are ineffectual at close quarters.

## Requires

* Slingmaking
* 1x Dry Skin

## Values

Worth 5 value in the Neolithic Era.

Worth 1 value in the Copper Age.
Reinforced Gate

A **reinforced gate** is a gate strengthened with metal in order to resist outside attack. They are traditionally built to provide a point of controlled access to and departure from a walled settlement for people, vehicles, goods and category:animals.

## Requires

* Masonry
* Reinforced Fortifications
* 2x wood
* 2x iron

## Stats

* 750 hitpoints
* 2+ Prestige

## Notes

* Reinforced gates can be upgraded from gates
* Defense alert can be sounded from any gate, calling settlers to assemble against raiders
Stone

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

**Stone** is a large rock used to construct sturdy buildings. Stone occurs naturally in deposits, small or large. While stone can be found anywhere it is frequently more abundant on mountainsides and hilly terrain. Small deposits can be gathered by hand by an adult settler whilst large ones must be mined with a pick. Harvested stone does not decay but is best kept in stone piles to free up space in tents, huts, and roundhouses.

## Values

Worth 1 value in the Mesolithic, Neolithic, Copper and Bronze Age.

## Requires

* Composite Tools
* A pick

## Gallery

* Large stone deposit
* Small stone deposit
* Small stone deposit
* Settler mines stone with a flint pick
Fish

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

**Fish** is a type of resource that a settlement can collect from rivers and lakes. Fishing requires a settler to use a harpoon or fishing rod along a bank. Fishing waters are a finite resource that renews over time.

Raw fish are extracted from lakes and may be cooked as food. Raw fish decay very quickly. Dried fish are produced by settlers placing raw fish on a Food Dryer. Dried fish stays good for one year, four times as long as raw fish.

## Gallery

* Dried fish on the ground
* Fisherman finishes fetching fresh fish
Plow

**Plows** are used to prepare the fields when planting crops. They are an improvement over manual planting in speed and using them also causes no morale penalty. Plows are pulled by either horse or cattle. Only adult animals can pull plows. When a suitable animal is available, they attach themselves automatically.

## Requires

* Plowing
* 2x Logs
* 2x Sticks
* 2x Linen

## Notes

* Plows can be constructed either from the transport menu or from a workshop menu.
* Animals connected to a plow do not require feeding or shelter.
* Work animals can be detached from a plow by selecting the plow (or multiple, with double click) and disallowing the animal type. The animal(s) will try to find an alternative tool to attach to on their own.
Morale

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

**Morale** is one of seven key components of villager welfare, correlating to general happiness in the settlement. Like the other six status bars, low morale affects efficiency of work and movement. Various factors influence morale, from fulfilling food to hard labor. Communing with spiritual structures like totems is a common way to recover happiness.

Morale decay is caused by factors such as:

* Hunger
* Eating Raw Meat
* Tedious tasks like farming or carrying heavy loads by hand such as logs and stone
* Thunderstorms
* Death in the settlement

Morale improvement is caused by:

* Worshipping at spiritual structures
* Vanquishing raiders
* Drinking Beer

## Gallery

* Unhappy settlers are drawn to religious monuments
Composite Tools

**Composite Tools** is a tech from the Paleolithic Era. It unlocks the making of tools composed of several parts. Largely haft-bound points and blades knapped from harder materials such as flint, composite tools are very useful for hunting larger animals or cutting down trees.

## Required for

* Flint Spear
* Flint Axe
* Flint Pick
Wool Outfit

**Wool Outfits** are warm outfits worn to protect against the cold, as opposed to Linen Outfits. Wearing them also improves welfare and slight protection in combat. Compared with Skins Outfits, a Wool Outfit is both more durable and more stylish. They are woven at an Outfitter, a structure dedicated to fine clothing production.

## Requires

* Weaving
* Outfitter
* 1x Wool Cloth

## Stats

* Warmth: Cold resistant to 0˚C/32˚F
* Style: Suitable through the Metal Ages (Copper, Bronze, and Iron)

## Notes

* One piece of cloth produces two outfits
* Wool Outfits decay after 5 years

## Values

Worth 5 value in the Neolithic, Copper and Bronze Age.

## Gallery

* Cartload of outfits
* Settlers wearing wool outfits in early Spring
Horse Domestication

**Horse Domestication** is a tech from the Bronze Age. Skilled breeders of the donkey move onto their next challenge; taming the wild horse of the steppe. Swift of foot and noble of mein, horses stand toe to toe with donkeys in terms of behavior and workload, but settlers learn to diversify their equine herds in order to defend against disease affecting one or the other.
Flint Mine

The **Flint Mine** is a **production** structure that can be built on a flint deposit to increase the amount of Flint that can be extracted. A total of 50 flint can be mined before the mine is depleted.

## Requires

* 6x Log
* Underground Mining

## Stats

* 3x People at a time can mine each deposit.

## Notes

* People will keep collecting the resource from the mine until the resource limit is reached.
Trees

**Trees** are tall, woody plants used for lumber, food, and processing. Trees appearance and function is largely controlled by seasonal changes, with trees yielding tannin in Spring, fruit in Summer, and nuts in Autumn. Wood may be harvested, in the form of logs and sticks, year-round. Evergreen trees like pines, firs, and spruces look relatively the same all year whilst deciduous tree (oaks, birch, etc) leaves change from Summer green to Autumn orange and lose their leaves in Winter altogether. Fruiting trees do the same, then flower in Spring before yielding food in following seasons.

## Resources

Trees provide more resources as they advance in age. Chopping down a tree before it reaches full size will result in fewer resources.

## Gallery

* Beech tree
* Birch tree
* Cherry tree
* Chestnut tree
* Fir tree
* Oak tree
* Pear tree
* Pine tree
* Service tree
* Spruce tree
Pottery

The discovery of **Pottery** technology initiates the Mesolithic Era and allows discovery of the corresponding techs.

The only direct benefit of pottery is that water can now be stored in jars. Jars need not (and cannot) be crafted but appear spontaneously in game. Humans will store filled water jars in buildings like tents and storage tents without prompting by the player, greatly reducing time spent traveling to a natural water source.
Ghost

*This article is about the common ghost. For the unique ghost that haunts the Creepy Crawly Cemetery, see Big Ghost.*

Ghosts are translucent enemies that constantly spawn and appear in certain areas of both the Creepy Crawly Cemetery and Tick Tock Manor.

Specifically the ghosts appear in Tick Tock Manor's main hallway, the room above the library and room with the trap doors.

Ghosts attack by approaching the protagonist and frightening them.

## Strategy

Considering they constantly spawn and drop no pick-up items it is advisable to just avoid them.
Water

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

**Water** recovers Hydration. Storing water requires Pottery and is more efficient than having everyone go to the water source every time. This resource lasts for 0.25 years.

## Obtained from

* Lake
* River
* Well

## Notes

Stabled Animals need to be brought water in Winter or they will die of thirst.
Wink

*“The Winks are little creatures who live in the land of dream. It's their job to make sure your dreams are of the very highest quality. All day long they are tucked in bed but at night when you're fast asleep they go to work with their help you can be whatever you want. A superhero, a robot, a beautiful fairy or a clown. You can even be a monster...”* — Ruff and Tumble's mother
Winks are the titular creatures of 40 Winks who craft good dreams for humankind. Unfortunately out of spite, Nitekap kidnapped all forty of them and imprisoned them within nightmares leaving the two dream warriors, Ruffle and Tumble to rescue them.
Log

**Logs** are a resource derived from trees. Logs can be used in construction, and are required for most structures from the Neolithic Era onwards. Logs are also used (along with sticks) as fuel in hearths, huts, ovens, or roundhouses.

Logs decay after 3 years.

## Requires

* Composite Tools
* Axe

## Used to Create

* Blacksmith
* Brewery
* Bridge
* Charcoal
* Copper Mine
* Flint Mine
* Gate
* Granary
* Guard Tower
* Hut
* Iron Mine
* Metalsmith
* Outfitter
* Palisade
* Reinforced Gate
* Rolling Megalith
* Roundhouse
* Stables
* Storage Hut
* Tanner
* Tin Mine
* Totem
* Warehouse
* Watchtower
* Weaver
* Workshop

## Notes

* Logs are considered a heavy resource; Adult morale is negatively affected when hand carrying them.
* Children cannot carry logs at all.
* Worth 1 value for trade in all ages.

## Gallery

* Logs are often accompanied by sticks
* Settler carries logs by hand
* Settler carries logs in a cart
Dawn of Man Wiki/ru/Section 4

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Welfare

**Welfare** is a measure of how well a settlement is doing. It depends largely on the stats of its settlers, the clothing they are wearing, and on the food surplus. Welfare has a strong effect on the growth of a population. If welfare is high, the birth rate improves and migrants are more likely to come to the settlement more often.
Crafter

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

The **Crafter** is a production structure where your people will create basic tools. It has a condition of 300, and is one of the buildings that does not degrade over time, requiring no upkeep or maintenance.

## Requires

* 2x Dry Skin
* 4x Sticks

## Produced Resources

* Biface
* Wooden Spear
* Wooden Harpoon
* Bone Spear
* Bone Harpoon
* Flint Spear
* Flint Axe
* Flint Pick
* Flint Sickle
* Flint Knife
* Sling
* Bow
* Skins Outfit
* Leather Outfit
Cave Hyena

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

**Cave Hyenas** are medium sized predators, available in all freeplay scenarios.

## Resources

Yield per animal type

## Notes

* This animal might retaliate when it itself is attacked, or when a nearby young Cave Hyena is attacked.
* 1x Knowledge will be gained on first successfully hunting a Cave Hyena, as well as when subsequent numbers of Cave Hyena are hunted, such as 5 or 100.
* Cave Hyenas go extinct in the Bronze Age, regardless of how many you have hunted.
Leather Outfit

**Leather Outfits** are clothing made of leather, to be worn during warm seasons. While Stone Age man can alternatively go naked in Summer without alarm, wearing leather also increases welfare and offers slight protection in combat. These outfits are created at the Crafter.

## Requires

* Tanning
* 1x Leather

## Stats

* Warmth: Cold Resistance 7.5˚C/45˚F
* Style: Suitable through the Stone Age (ends with Copper Age)

## Values

* Worth 5 value in the Mesolithic, Neolithic and Copper Age.

## Gallery

* Child carrying a leather outfit to store
* Child wearing a leather outfit
* Family of settlers wearing leather outfits

## Notes

* One piece of leather creates two outfits
* Leather outfits decay after 3 years
Dawn of Man Wiki/ru/Section 2

Руководства

* Как играть в Dawn of Man
* Системные требования
* Дата релиза
* ЧаВо
* Игровая помощь

Содержание

* **Животные**
	+ Мамонт
	+ Шерстяной Насорог
	+ Древний Бизон
	+ Гигантский олень
	+ Пещерный лев

* **Ресурсы**
	+ Фрукты
	+ Ягоды
	+ Жидкости
	+ Древесина
	+ Руды

Технологии

* Исследование
* Структуры

* Фермерство
Amber Watcher (Core)

This article is using {{Card template v2}}.See Help:Style guide/Card for how to edit this kind of article.Edit this article

## Amber Watcher

* Regular
* Golden

Artist: Arthur Gimaldinov

Artist: Arthur Gimaldinov

Collectible

**Battlecry:** Restore 8 Health.

## Availability

### Formats

Standard
Wild
Twist
Arena
Duels

### Card id:

`CORE_DRG_226`

*You might be looking for one of these cards: Amber Watcher.***Amber Watcher** is a common paladin minion card, from the Core set.

## OriginalHow to get

The Regular and Golden copies of Amber Watcher are **uncraftable** and cannot be crafted, disenchanted, or opened from card packs.

## Sounds

Play
* ▶️ `VO_DRG_226_Male_Dragon_Play_01.wav` Looks like I'm here just in time!

Attack
* ▶️ `VO_DRG_226_Male_Dragon_Attack_02.wav` Just made it!

Death
* ▶️ `VO_DRG_226_Male_Dragon_Death_01.wav` <death sound>

## Patch changes

* **Patch 23.0.0.135540 (2022-04-05):**
	+ **2022-04-12:** Moved from the Set 1810 set to the Core set.
	+ Added.
## External links

- PlayHearthstone
- HSReplay.net
Sheep

Sheep are domestic animals that are needed to gain wool.

## Technology

Sheep Domestication is needed to tame a young wild Mouflon to create a Sheep. Sheep can sometimes be purchased from the trader once Sheep Domestication is unlocked.

## Resources

Sheep will create wool over time.

If slaughtered they will drop:

#### Adult

* 4x Raw Meat
* 2x Raw Skin
* 1x Bone

#### Old

* 3x Raw Meat
* 2x Raw Skin
* 1x Bone

Sheep need to be sheltered during winter and need water and straw during that time.

Like other Domestic Animals, your settlers will automatically butcher sheep before they die of old age or when their number exceeds the set limits.

## Values

Male: Worth 30 value in the Neolithic, Copper and Bronze Age.

Female: Worth 45 value in the Neolithic, Copper and Bronze Age.
Bread

**Bread** is a food obtained by baking flour and water in a hearth or oven. A single loaf of bread takes 30 seconds to bake. If more is baking simultaneously both will take an additional fifteen seconds for each loaf. Bread does not last very long (only a quarter year) so it is best to store grain and process it into bread as needed only when about to consume it.

## Requires

* 1x Flour
* Grain Processing
Cart

**Carts** allow people to move large quantities of heavy resources around. These basic vehicles consisted of wooden boxes or crossed wooden stakes, connected to donkey or horse by leather. When a donkey or horse is available, they attach themselves to the transport automatically. Carts may hold 12 items, twice as much as a sledge.

## Requires

* The Wheel
* Donkey Domestication
* 4x Sticks
* 4x Leather
* 4x Logs

## Gallery

* A cart of logs being pulled by a horse
* Donkey with an empty cart

## Notes

* Carts must be placed and constructed individually like structures until you build a workshop which allows you to queue them to be built by settlers automatically. This seems only to work if you've reached your sled limit or have a dedicated workshop (with sleds disabled), because sleds seems to have a higher priority for the building slot.

## See Also

* Sledge
* Plow
Burial Mound

The **Burial Mound** is a type of funerial and spiritual structure. It is an early place for settlers to bury their dead, as well as recover some morale when it gets low. It has a condition of 100, and is one of the buildings that does not degrade over time, requiring no upkeep or maintenance.

## Requirements

* 3x Stone
* 1x Dry Skin
* 1x Bone

## Stats

* 1 Prestige
* 0.5x Morale recovery
* 3 body burial slots
Aurochs

**Aurochs** are wild animals that can be found and killed for extractable resources.

## Notes

* This animal might retaliate when it itself is attacked, or when a nearby young Aurochs is attacked.
* 1x Knowledge will be gained on first successfully hunting an Aurochs, as well as when subsequent numbers of Aurochs are hunted, such as 5 or 100.
Wolf

**Wolves** are wild animals that can be found and killed for extractable resources.

## Resources

Yield per animal type

## Notes

* This animal might attack humans, or retaliate when it itself or a nearby young Wolf is attacked.
* Young can be captured.
* 1x Knowledge will be gained on first successfully hunting a Wolf, as well as when subsequent numbers of Wolves are hunted, such as 5 or 100.
Watermill

A **watermill** is a place to efficiently crush large quantities of grain into flour using hydropower. An Iron Age achievement, it allows for faster and larger scale cereal processing helpful for sustaining growing populations.

## Requires

* Hydropower
* 2x stone
* 4x log
* 2x straw

## Notes

* Watermills must be built on the banks of a river or lake.
* One session of grinding takes 100 seconds at normal speed.
* Watermills can produce 3-6 bags of flour at a time.
Berries

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

**Berries** are a varietal seasonal food produced by wild bushes (as opposed to trees) and can only be harvested in summer. They include blueberries, raspberries, blackberries, and strawberries. All berries have the same growth and nutritional value. Once picked, this resource lasts for 0.25 years. Berries don't last very long but are good to eat in season in order to preserve more durable foodstuffs for the harsher weather.

## Notes

* After selecting a wild bush click **Collect Berries** and one of your people will collect them.
* This resource looks like mixed berries no matter where type of bush the berries were harvested from.

## Gallery

* Settler carries a basket of harvested berries
* A blueberry bush