recursal/Fanatic-Fandom huggingface dataset:
H0-9Mirmit

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, select a settler with the Tame Animal skill, and use the **Issue Tame Order (C)** command by right clicking on it.

### 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 Shepherds, or, you can hunt them as wild animals.

#### Spawning

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

Building Odd Realm structures involves gathering raw materials, Selecting Build in the Toolbar, then going through the blueprints for the walls, props, floors, roofs, doors, and lighting that you can create.

Construction is straightforward, walls or prop blueprints are designated on a tile then a settler with the required Permission in Woodwork or Stonework will go look for the required materials to build the ordered prop and start to work on that construction.

## Build Job:

A settler with Permissions set for Woodwork or Stonework will be able to work on build jobs by manually designating tiles to place and build props or blocks on.

## Room Information:

Currently the building job doesn't have a particular room that automates the job.

## Profession Information:

Building doesn't have a specific Profession as you'd only need to set Woodwork or Stonework Permissions to be able to initiate the job and there are no perks that give advantages to building.
Kitchen

The Kitchen is a work station for creating cooked food that is combination of multiple ingredients.

### Permissions Needed:

* Cook

A settler with Cook is the preferred profession to use the Kitchen

**The Kitchen 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 Table
* 1x Bronze Cauldron
* 1x Cabinet
Coconut

Raw Coconut

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

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

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

## Recipes

 Coconut Brew | Cook | Distillery | 3 Fresh Coconut
1 Water (unpurified)

## How to Obtain

* Coconut 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\_coconut\_raw, -i item\_coconut\_seed ~ Note: The plants themselves cannot be spawned.
Blood Crown Mushroom

Raw Blood Crown Mushroom

**Blood Crown Mushroom** is a raw food item obtained from harvesting mature Blood Crown Mushroom plants. Mushrooms do not require a light source to be grow.

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

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

## Recipes

 Roasted Blood Crown Mushroom
 Mushroom Wine
1 Water (Unpurified)

## How to Obtain

* Blood Crown Mushroom 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.
* Spawning: -i item\_blood\_crown\_mushroom\_raw, -i item\_blood\_crown\_mushroom\_seed ~ Note: The plants themselves cannot be spawned.
Gharox

Raw Gharox Meat

Gharox 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.

Gharox will spawn on the map through Events. A notice will appear saying that Gharox has appeared on the map. To tame them, select a settler with the Tame Animal skill, and use the **Issue Tame Order (C)** command by right clicking on it.

### Gharox Remains

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

* Gharox Hide
* Gharox Meat
* Bones

### Gharox Hide

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

### Gharox Meat

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

### How to obtain:

#### Butcher

Gharox Hides and Gharox Meat can be obtained when using the Butcher job on Gharox 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 Gharox for you to Butcher.

#### Discovery

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

#### Spawning

Spawning: -e entity\_gharox , -i item\_gharox\_hide , -i item\_gharox\_meat\_raw
JobCollectWater

The Collect Water job is used to gather water for settlers to drink without the use of a well.

To Collect Water, click on the Jobs menu button found on the left side of the bottom right interface menu.

The  Collect Water button is the third button on the second row.

To start a Collect Water job, click on the water tile that you want settlers to gather from. 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 Collect Water job, so that they perform it before or after other tasks, you have to change the priority 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 Collecting Water, try to stay in shallow water, because the gathered water may fall into the bottom of the river, lake, or ocean if you do it in a place where water is more than one(1) tile deep.
Boiled Egg

```
Item name: **Boiled Egg**

```

```
Item ID: **item\_egg\_boiled**

```

```
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:

Boiling an egg in a kitchen or campfire will give you a boiled egg.
Ice Chunk

**Ice Chunk** is a Resource obtained by using the Mining job on an Ice Wall. **Ice Chunks** will "melt" and disappear from inventory when the weather warms up.

### How to obtain:

#### Mining

It can be obtained when using the Mining job on an Ice Wall.

#### Purchase:

Merchants can sell it.

 2 Stone Icebox | 4 Stone Chunks & 2 '*Ice Chunks* | Containers | Any
JobsMenu

The Jobs Menu is found on the right side of the bottom right Interface buttons.

The Jobs Menu has actions that you can designate directly onto the game screen for your settlers to do.

## Mine

This uses the Mining skill. It is used to move tiles of basic blocks such as dirt, rocks, and ores.

## Log

This uses the Logging skill. It is used to cut down trees and cut up fallen logs to produce Wood Logs.

## Harvest Ground Cover

This uses the Harvest skill. It is used to harvest the under-layer of grass on a tile. It will not remove the crops, bushes, trees, or other Props in that tile.

## Harvest Standing Crops

This uses the Harvest skill. It is used to harvest the mature crops on a tile. It will not remove the under-layer of grass on a tile.

## Capture

This uses the Taming skill. It is used on an entity inside of a Trap to make it join your settlement.

## Free

This uses the Taming skill. It is used on an entity inside of a Trap to set it free without joining your settlement.

## Fish

This uses the Fishing skill. This sets up a spot for a settler with the skill active to try to catch a fish.

## Clear/Remove

This uses the Removing skill. This is used to remove crafted items such as walls, props, and other objects created by settler with a small portion of the materials being returned to your inventory.

## Collect Water

This uses the Survival skill. This is used to send a settler with the active skill to gather water from a standing water source.

## Extinguish Fire

This uses the Misc skill. This is used to send a settler to dump water onto a tile with fire to attempt to put the fire out.

The number in the bottom right corner of the menu icon indicates how many times you can use this based on the water you have gathered.
H0-9Logging

File:H0-9Logging.png
**Logging** is a job that allows your settlement to acquire wood from trees. A settler with the Log permission enabled will initiate a Log job order and attempt to chop down a designated tree.

## Permissions

A settler with the Permissions set for 'Log' will be able to log trees.

## Profession

 File:H0-9Forester.png
The Forester profession is the preferred profession for chopping down trees, their perks are built to improve from working with Log and Forestry skills.
Fish Bowl

Fish Bowl

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

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

## How to Obtain

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

### **Room Info:**

An Ancient's room that indicates the location of void-based objects underground.

### **Benefits:**

**- Indicates void-based objects underground.**

The Void stabilizer allows a summoner to see the location of void items underneath the depths of the Odd Realm.

### Permissions Needed:

* Evocation

An ancient that is focused on Evocation is the preferred profession to use the Farsight Beacon.

**The Farsight Beacon 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 Stabilizer
* 1x Wood Seat

### Current list of Farsight Beacon Mechanics:

1. The use of the Farsight beacon will invoke sparkles on the underneath the surface. Unlike the the Faint sparkles that indicate if something is underground, The Farsight beacon will generate a bright purple spark that will last a few more seconds than the normal spark.
Farm

### **Room Info:**

Farmers will tend to farms, automatically harvesting mature plants and then replacing them if seeds are available.

Plant blueprints placed in a farm room are automatically maintained by farmers.

### **Benefits:**

**- Auto plant crops.**

**- Auto harvest crops.**

The Farm is the most essential Room in Odd Realm, as It provides food, automates harvesting and planting crops for Farmers that are assigned in the room.

The Farm room needs a settler with the Farmer profession assigned and is Marked [X] to it in order to take advantage of its mechanics.

Permissions Needed:

* Harvest

* Plant

### Current list of Farm Mechanics:

1. Automates Harvesting the crops within the designated farm plots and Re-planting the seeds of the harvested crops.
2. When Winter comes the Farmers will be unable to Re-plant the seeds but will still retain the crops that was planted onto the farm plots when Spring rolls over.

Notes:

* When a new season starts shrubs, grass, bushes and wild crops will grow on your Farm plots, auto cutting these wild plants is not yet implemented and have to be manually removed by using the Cut job.
* When you are in a Taiga biome whenever winter comes all growing crops in a farm room will be deleted.
* The Island and Desert biomes does not delete growing crops in a farm room, but the crops will continue to grow and can be harvested.
* The Island and Desert biomes has a different winter mechanic where there are wild plants that grow but your farmers cannot plant crops on the farm rooms.
H0-9Tavern

File:H0-9Tavernplacement.png  **Notice: As of Version 0.9.0.10, Tavern rooms are currently disabled due to them not working as intended and the interface not being user-friendly.**

 File:H0-9Roommanagement.png

### **Room Info:**

Settlers use taverns as a place of relaxation. Good stories, good ale, and good friends.

### **Benefits:**

**- Place of recreation (Settlers will regain energy in room.).**

The tavern will serve food & drinks, it is the only room that has an item designation sub-menu which is called the Tavern Menu that specifies what food can be served on a specific room.

### Permissions Needed:

* Cook

A settler with Cook is the preferred profession to use the Tavern.

### A Tavern requires the following props**:**

* 3x Tables
* 6x Seats
* 1x Cabinet
H0-9Rabbit

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, select a settler with the Tame Animal skill, and use the **Issue Tame Order (C)** command by right clicking on it.

### 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 H0-9Rabbit Remains. It can be converted to H0-9Medium 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 Light Leather in a H0-9Tannery.

#### 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 Shepherds, or, you can hunt them as wild animals.

#### Spawning

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

The room can serve as a guardhouse and a training area for your warriors and archers. Assigned settlers will move around the barracks area and train if theres a training dummy that they can practise on.

Notes:

* The number of trainee's depends on the number of training dummies that are built on the barracks area.

### Permissions Needed:

* None

Any settler with any permission can train and guard in the Barracks.

**The Barracks 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 Training Dummy
* 1x Weapon Rack
* 1x Armor Rack
Fish and Chips

Fish and Chips

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

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

## How to Obtain

* Kitchen as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_fish\_and\_chips
Linen Vest

Linen cloth chest covering for weather.

Linen is the weakest protection provided for combat, but between Stoneleaf and Wool for weather protection.

Linen Vest can be crafted inside of a Tailor once you have discovered the Blueprint.

The Blueprint is considered basic understanding and will be discovered with any materials being owned.

Linen Boots
Energy

**Energy** is one of the core mechanics and player resources of Odd Realm gameplay. Settlers consume Energy to carry out nearly all tasks and can replenish their energy via numerous methods, and some settler races rely more heavily on Energy than others.

The leveling perks of various professions, food and water items, and skill ratings can all modify the time it takes for Energy to deplete.

## In Human Settlements

For Human settlers, Energy is regained from sleeping. Settlers will sleep anywhere but prefer sleeping in beds. Sleeping in a bed has the added benefit of reducing the time it takes to refill Energy. Settlers will only try to sleep between the hours of 6pm and 6am.

## In Ancient Settlements

If an Ancient's Energy gets too low, they'll contract Void Sickness, which can kill them if left unchecked. Energy is restored by meditating in a Voidweave Sarcophagus at the Immortality Tomb room. Various forms of Aeterna, Ancient-specific head gear, can also enhance an Ancient's maximum available Energy stores.

Voidwoken, the summoned thralls of the Ancient, will spawn with a fixed amount of Energy and work until it is depleted to 0. Once a Voidwoken's energy is fully depleted, they give up their corporeal form and depart this mortal plane, leaving behind some resources.

## Tired Status

When Energy is fully depleted, settlers will gain the Tired status.

* All settler output (work, combat, etc) will be halved.
* Many room actions cannot be done. i.e., Training at the Barracks.
MainMenuLoad

The "Load" button is used to access any saved settlements that you have stored before.

You can exit the menu by pressing ESC or by clicking on the big red X at the top right.

The image on the left is an overview of the settlement like the mini-map inside of the game play screen.
The information provided about the game is:

1. Date Saved
2. Realm Name
3. Nation
4. Population
5. Biome
6. Seed
7. In-game Data (date/time)
8. World Dimensions

The saved games can be loaded by clicking anywhere on the image/description of the save game.

They can be deleted using the red X at the top right corner of any of the specific save files displayed.
Gully

Gully 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.

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

### Gully Remains

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

* Gully Meat
* Bones

### Gully Meat

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

### How to obtain:

#### Butcher

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

#### Shephard:

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

#### Discovery

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

#### Spawning

Spawning: -e entity\_gully , -i item\_gully\_meat\_raw
H0-9Shepherd

The **Shepherd** is a profession that specializes in taming and caring for animals at Animal Enclosures.

Shepherds are going to be receiving an overhaul in the near future, changing the way they go about taming entities and allowing them to interact more directly with animals and their produce.

Favoured Bonuses:

Survival

Tame Animal

Carry

## Skills

Shepherds have 2 basic uses.

First, they are used to tame animals. A selected settler will tame a wild animal when the creature is right clicked on. This will be indicated by the mouse cursor turning into a carrot when hovering over the animal.

Second, they are used to maintain animals. The room type "Animal Pen" will have one (1) Shepherd manage it if there is one available.
H0-9Bedroom

File:H0-9Bedroomplacement.png  A **Bedroom** is a room where settlers regain energy and reproduce. It is currently exclusive to Humans.

## Requirements

Technically, there are no requirements for a bedroom to be valid, however the inhabitants of the room will be unhappy if there is not a Bed for them inside it and a Roof over it. There can be 1 inhabitant of a bedroom for every 3 tiles. Settlers without a bedroom assigned to them will automatically assign themselves to a room, and settlers in the same family will assign themselves to the same room.

## Children

A couple will produce children if they inhabit the same room and there are two Beds inside of it.

## Notes

* Could be considered the human equivalent of the Immortality Tomb

[[Category:Historical
H0-9Smithy

File:H0-9Smithyplacement.png

The Smithy Room will let you craft items made from Ore Ingots that is smelted from the Foundry.

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

### Permissions Needed:

* Metalwork

A settler with Blacksmith is the preferred profession to use the Smithy.

**The Smithy 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 Bronze Anvil
* 1x Wood Table
* 1x Wood Stool
H0-9Summoner

## 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
Arcanist

Arcanist Profession Icon

A profession that's well rounded in summoning and void construction, Good for mundane but essential tasks needed for ensuring the longevity of an Ancient settlement.

## **General Info**

### Favoured Bonuses

* Fight Magic
* Voidwork
* Evocation

## **Skills**

 I can do anything with this!
 This is harder than it looks
 I've made a terrible mistake
 Ok. Fire is everywhere...
 Help! Help! I'm not ready for this!
H0-9Chirpen

Chirpen 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.

Chirpen will spawn on the map through Events. A notice will appear saying that Chirpen has appeared on the map. To tame them, select a settler with the Tame Animal skill, and use the **Issue Tame Order (C)** command by right clicking on it.

### Chirpen Remains

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

* Chirpen Meat
* Bones

### Chirpen Meat

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

### How to obtain:

#### Butcher

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

#### Shephard:

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

#### Discovery

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

#### Spawning

Spawning using Console Commands: -e entity\_chirpen , -i item\_chirpen\_meat\_raw
Caelum Oscula Tree

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

## How to Obtain

* **Caelum Oscula 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\_caelum\_oscula\_tree\_seed ~ Note: Trees themselves cannot be spawned.
H0-9Console Commands

Console commands are used to directly effect the game in a manner of ways. They are not settler controls, but instructions given directly to the game to change or create something that already exists.

To use a Console Command, you start by pressing the tilde key (it's usually located to the left of the 1 button). This will open a dialog box in the top left of the screen, enter the following commands to make the stated changes.

```
**Spawn Item**: "spawn -i [itemid] [count]"
i.e., "spawn -i item_wood_log 10"

```

```
**Spawn Entity**: "spawn -e [entityid] [professionid] [factionid]"
i.e., "spawn -e human warrior npc_neutral"

```

```
**Increment season**: "season -inc"

```

```
**Change to season**: "season [seasonid]"
i.e., "season winter"

```

```
**Kill all npcs**: "kill -n"

```

```
**Kill all enemies**: "kill -e"

```

```
**Kill all player**: "kill -p"

```

```
**Tile Painter (Godly tile placer)**: "Paint true"

```

```
**Invincibility (Make entity invincible)**: "Invincible True" (turn on) and "Invincible False" (turn off)" This will effect all entities.

```

### Extra Info:

These are only the ones that have been released to the public with Sleipnir saying "There are more but I'll keep them secret for now. Specifically the event/underground discovery stuff."

#### Item ID's:

All known item ID's can be found under their respective item/entity in the wiki.
Amber Opal

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

### How to obtain:

#### Mining

It can be obtained when using the Mining job.

#### Recruit:

It can be acquired from settlers that join you.

#### Discovery

It can be found in a Dungeon that you discover underground.
H0-9Utilities

The Utilities menu provides miscellaneous actions that need the player's intervention.

Currently there are 2 actions that can be done on the Utilities menu.

* Rotate action - Allows props to be rotated facing 4 directions.
* Lock action - Doors can be locked and unlocked to enable or disable entities from going through the door.
Cooking

Cooking in Odd Realm involves Work stations to be able to serve cooked food, Currently there are two Cooking stations that can serve food. Cooking is initiated by designating a Kitchen, a Campfire Room or a Distillery.

Cooking starts at the Work station window by pressing the Workstation button or its Shortcut key [H] and starting an order. A settler that has the corresponding Permission will work on the order if an appropriate room is available.

##### **Currently there 3 Workstations that will let settlers cook food.**

*Click on their link for more information and recipes they can make.*

* The Kitchen - allows cooking of complex food that restores a lot of hunger for a long time.
* The Campfire - allows roasting of raw food which improves food quality by a little.
* The Distillery - allows brewing of drinks and alcoholic beverages.

The Tavern lets your cook serve food & drinks at an appropriately designated room, it is the only type of room that lets settlers serve and a place for your settlers to rest and idle for recreation.

A list of items can be crafted by going through the selected Work Station and pressing the button located on the bottom-right HUD.

## Cook Job:

A settler with Permissions set for cooking will be able to work on cooking jobs by ordering an item to craft at the corresponding Work station window (Kitchen, Campfire, Distillery workstation) and issuing the number of orders or auto-job order.

When assigned to a tavern they will serve the food & drink that is allowed on the Item designation window.

## Room Information:

The Kitchen room, Campfire room, Distillery room are the three rooms that you can cook food and brew drinks, the rooms have the list of food that you can cook.

The Tavern room allows your cooks to serve food & drinks.

## Profession Information:

The Cook profession handles cooking in a settlement, their perks are built to improve from cooking with the Cook skill.
H0-9Distillery

File:H0-9Distilleryplacement.png

The distillery serves as a place to turn impure water and ingredients into beverages that give better buffs than water.

### Permissions Needed:

* Cook

A settler with Cook is the preferred profession to use the Distillery.

**The Distillery 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 Barrel
* 1x Stool
* 1x Still
H0-9Camp Fire

File:H0-9Campfireplacement.png  A **Camp Fire** is a room where basic meals are prepared.

## Requirements

For a Camp Fire to be functional, it requires a Fire Pit and 2 Stools to be inside it. Settlers with the Cook profession can be assigned to them.

## Uses

As well a turning most Raw Food into a Cooked Food variant, human settlers can regain Energy at Camp Fires.
H0-9Containers

File:H0-9Containercontents.png   File:H0-9Containeritemtooltip.png
**Containers** are props that hold items. They can be built from the Containers section in the Build menu.

## Items

Except for the Ice Box, each type of container only takes a single type of material. Ice Chunks can be mined in frozen zones, including during the winter, but they melt when it warms up.

H0-9barrel.pngWood BarrelH0-9wickerbasket.pngWicker BasketH0-9woodbin.pngWoodbinH0-9cabinet.pngCabinetH0-9bronzechest.pngBronze chestH0-9ironchest.pngIron ChestH0-9rutilechest.pngRutile chestH0-9steelchest.pngSteel chestH0-9woodcrate.pngWood crateH0-9claypot.pngClay potH0-9Weaponrack.pngWeapon RackH0-9Armorrack.pngArmor Rack
## How-to

To hold items inside a container you can do two things:

1. Double click the container to open its settings window or place a zone on top of it.
2. As soon as the container is 'zoned', Settlers will put items inside it.

Keep in mind that you can only place each container's permitted zones on it. See above.

## Version History

* Containers were introduced on Patch v0.6.5.0
Chaga Fruit

**Chaga Fruit** is a raw food item obtained from harvesting mature Chaga Fruit plants.

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

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

## How to Obtain

* Chaga Fruit 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\_chaga\_fruit\_seed, -i item\_chaga\_fruit\_raw ~ Note: Plants themselves cannot be spawned.
JobHarvestGroundCover

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

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

The Harvest Ground Cover button is the third button from the top left.

To start a Harvest Ground Cover 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 Ground Cover 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 can set up a farm to keep grasses clear around your buildings by turning those areas into a farm.
H0-9Cow

Cow 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.

Cow will spawn on the map through Events. A notice will appear saying that Cow has appeared on the map. To tame them, select a settler with the Tame Animal skill, and use the **Issue Tame Order (C)** command by right clicking on it.

### Cow Remains

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

* Cow Hide
* Cow Meat
* Bones

### Cow Hide

**Cow Hide** is a Resource obtained by using the Butcher job on H0-9Cow Remains. It can be converted to Light Leather using the Leatherwork skill inside of a Tannery.

### Cow Meat

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

## Merchant

### Selling

10

**Milk** is a Beverage that cows can leave up to once a day.

1 Wheat Flour
1 Wheat Flour

### How to obtain:

#### Butcher

Cow Hides and Cow Meat can be obtained when using the Butcher job on Cow 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 Cow for you to Butcher.

#### Discovery

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

#### Spawning

Spawning: -e entity\_cow , -i item\_cow\_hide , -i item\_cow\_meat\_raw
Cabbage

Raw Cabbage

**Cabbage** is a raw food item obtained from harvesting mature Cabbage plants.

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

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

## Recipes

 Roasted Cabbage | Cook | Camp Fire | Cabbage

## How to Obtain

* Blackberry 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\_cabbage\_raw , -i item\_cabbage\_seed ~ Note: The plants themselves cannot be spawned.
H0-9Crops

Crops are vegetation that can be grown and harvested by Odd farmers. These plants can be planted on all seasons except Winter.

There are crops that will grow wildly on the map and some that will grow on winter, these are plants that can be foraged and their seeds collected for farming. Seeds can be bought from farmers that come by your settlement.

Crops reliably output 1 produce of their type when harvested and has a low chance to not generate a seed or output more than 1 produce or seed.

***Data updated as of v0.7.0.8***
H0-9Summoning Chamber

File:H0-9Summoningchamberplacement.png

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

### Summoning Chamber Crafting:

 File:H0-9Screen Shot 2019-07-26 at 3.35.37 PM.png
## Summon List:

  File:H0-9Screen Shot 2019-07-26 at 3.35.55 PM.png   | Void Imp
Corn

Raw Corn

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

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

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

## Recipes

 Roasted Corn | Cook | Camp Fire | Fresh Corn

## How to Obtain

* Cornplants 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\_corn\_raw, -i item\_corn\_seed ~ Note: The plants themselves cannot be spawned.
Distillery

The distillery serves as a place to turn impure water and ingredients into beverages that give better buffs than water.

### Permissions Needed:

* Cook

A settler with Cook is the preferred profession to use the Distillery.

**The Distillery 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 Barrel
* 1x Stool
* 1x Still
H0-9Barracks

File:H0-9Barracksplacement.png

The room can serve as a guardhouse and a training area for your warriors and archers. Assigned settlers will move around the barracks area and train if there's a training dummy that they can practice on.

Notes:

* The number of trainee's depends on the number of training dummies that are built on the barracks area.

### Permissions Needed:

* None

Any settler with any permission can train and guard in the Barracks.

**The Barracks has the following 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 Training Dummy
* 1x Weapon Rack
* 1x Armor Rack
HUD

## Odd Realm HUD Information:

1. Settings Menu - Contains the Save, Load, Game Settings and Quit buttons.
2. Quick Stats - Displays the number of Idle and Total settlers, the animal population and max of 99+ Raw & Cooked Food counter.
3. Item Tracker - item counts can be tracked here from the Inventory Window.
4. Game Time - In-game time clock.
5. Day/Night Cycle - Displays the Daylight and Night Cycle.
6. Pause Indicator - Shows Pause label.
7. Calendar - Shows the current in-game day and year. When hovering on the label it displays the current Season.
8. Z-Level indicator and Scroll-able Camera Layer Bar - Displays the on screen Z-level and the Scrollable Camera layer bar to quickly go up and down levels.
9. Mini-map - Shows the on screen position.
10. Time Bar - Displays Game speed buttons and indicators.
11. Control Group Buttons - Shows the create control groups button, highlighted settlers or groups of settlers will be grouped when the create button is pressed. Displays control groups 0-9, total number of entities grouped, and a delete control group button.
12. Notifications Panel - Shows notifiable game events.
13. Notifications Button - Displays all of the in-game notification logs, notification categories and notification settings.
14. Settlers Button - Displays the Settlers window. Shows an overview and permissions of all the settlers - contains information regarding Settler gender, name and status. Filters settlers by profession.
15. Work Stations Button - Displays the available Work Stations, Active workers that can work on them, a list of items that can be crafted through the selected Work Station and the number of orders needed to be done. Can issue a number of orders (can increment by 5 by pressing shift) and an auto job issue with a max order limit of 50.
16. Inventory Button - Displays all of the settlers item stocks, can issue a delete order on a particular button by pressing the [-] button.
17. Overworld Map Button - Shows the Overworld map. Current purpose is to just show your location on the world.
18. Help Button - Displays quick help information section for F.A.Q and their answers.
19. Action Bar - Contains the show secondary info (useful for container capacity indicator), Stop order, Hold position order, Tame order, Attack order, Character Info button, Zoom buttons.
20. Entity/Item Tooltip Window - Displays the Entity's Character portrait, Name, Race, Level, Profession, Equipped Weapons, Hunger Count, Health, Flee and Defense stat.
21. Toolbar & Menus - Contains the Toggle toolbar, Jobs, Build, Plant, Zones, Rooms and Utilities buttons.
H0-9Vytrax

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, select a settler with the Tame Animal skill, and use the **Issue Tame Order (C)** command by right clicking on it.

### 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 Shepherds, or, you can hunt them as wild animals.

#### Spawning

Spawning: -e entity\_vytrax , -i item\_vytrax\_hide , -i item\_vytrax\_meat\_raw
Buckhorn

**Buckhorn 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 Buckhorn plants.

## How to Obtain

* Buckhorn 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\_buckhorn\_seed
H0-9Nightwing

Nightwing 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.

Nightwing will spawn on the map through Events. A notice will appear saying that Nightwing has appeared on the map. To tame them, select a settler with the Tame Animal skill, and use the **Issue Tame Order (C)** command by right clicking on it.

### Nightwing Remains

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

* Nightwing Meat
* Bones

### Nightwing Meat

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

### How to obtain:

#### Butcher

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

#### Shephard:

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

#### Discovery

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

#### Spawning

Spawning: -e entity\_nightwing , -i item\_nightwing\_meat\_raw