recursal/Fanatic-Fandom huggingface dataset:
Lightning Rod

This article is a Minecraft: Dungeons Wiki stub, which means it’s a short page. You can help the Villagers by growing the page.

A **Lightning Rod** is a type of Artifact in Minecraft: Dungeons that can summon Lightning where ever a Hero chooses for the lightning to strike at.

### Description

Crafted by Illager Geomancers, this item is enchanted with the power of a storming sky.

## Artifact Stats

### Bonuses

* +1 Soul Gathering
* Requires Souls

## How to use

* This item requires Souls to use which you get from some defeated enemies to use this weapon.
Dagger

This article is not yet in Minecraft Dungeons. This Item/Mob will come out sometime soon to the Game.

This article is a Minecraft: Dungeons Wiki stub, which means it’s a short page. You can help the Villagers by growing the page.

A **dagger** is a type of melee weapon that is a short version of a sword. Daggers can be dual wielded. Not much is known about daggers in Minecraft: Dungeons.
Potion

This article is a Minecraft: Dungeons Wiki stub, which means it’s a short page. You can help the Villagers by growing the page.

**Potions** are items in Minecraft: Dungeons that can be used two obtain temporary buffs.

There are currently 4 known types of potions, all available in the beta.

* Swiftness potion: increases speed for 20 seconds.
* Strength potion: increases attack strength for 30 seconds.
* Health potion: heals player
* Shadow Brew: makes the consumber invisible until it attacks

Aside from the Health Potion, which is in the inventory, is infinite, and has cooldown, all known potions are found around the map, and must be consumed on the spot.
Difficulty

This article is a Minecraft: Dungeons Wiki stub, which means it’s a short page. You can help the Villagers by growing the page.

There are three **difficulty** settings in *Minecraft: Dungeons*, which can be switched between on the Mission Select screen. The three difficulties are Default, Adventure, and Apocalypse. Unlike in *Minecraft*, only one difficulty is unlocked at the start, the Default difficulty. Adventure requires defeating the Arch-Illager on Default difficulty before being unlocked, and Apocalypse requires doing the same but on Adventure difficulty.

Adventure is harder than Default difficulty, with increased enemy health and attack strength, as well as enemies using more enchantments than in the Default difficulty on top of more enchanted enemies in general, but better items can be obtained, including items not obtainable during the Default difficulty. The same goes for Apocalypse compared to Adventure.
H0-9Thaumaturge

## Thaumaturge

Thaumaturge Profession Icon

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

## **Skills**

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

This article is a Minecraft: Dungeons Wiki stub, which means it’s a short page. You can help the Villagers by growing the page.

## TNT

**TNT** is a throwable object. Unlike in *Minecraft* where TNT must be placed in the world then activated, TNT must first let picked up and then thrown in *Minecraft: Dungeons*. When thrown, they automatically activate and explode in a large radius after a few seconds, doing massive damage to any entities in its range, including players and their allies.

This can be very helpful yet very dangerous; it is advised you use it carefully when you can because this object does not appear often.
Zara

**Zara** *(рус. Зара)* - тяжёлый крейсер Империи Сардинии. Этот корабль можно было построить во время ивента "Empyreal Tragicomedy".

## Историческая справка

**Zara** (*Зара*) — тяжелый крейсер Королевского Итальянского флота типа «Зара», головной в серии. Заложен на верфи «Cantieri Odero Terni-Orlando» в Специи 4 июля 1929 года, спущен на воду 27 апреля 1930 года, вступил в строй 10 октября 1931 года. 28 марта 1941 в бою близ мыса Матапан тяжело поврежден артиллерийским огнём английских линейных кораблей «Warspite», «Barham» и «Valiant», 29 марта 1941 потоплен торпедой английского эсминца «Jervis»

*Для более подробного ознакомления, посетите страницу в Википедии.*

## Скиллы

### Щиты Терни

во время получения урона есть шанс 8%(18%), поставить 2 щита которые поглотят 10 снарядов или простоят 12 секунд

### Бронебойные фугасы

Если вооружена Фугасными или стандартными орудиями, то урон увеличивается на 4,5%(12%) и шанс поджога становится равен 0. Если вооружена Бронебойным орудием, то при поражении врага снарядом есть шанс 3,5%(8%) наложить дебафф на врага по которому Зара будет наносить увеличенный урон на 5%(15%) в течении 10 секунд.

### All Out Assault I (II)

Активирует EX барраж I (II) каждые 12 (8) выстрелов из главного орудия.
Entity Info Window

This Window contains personifies your settler, you can change the name of a settler, profession, permissions, equipment of the settler in this window.

This window can also be used on enemy bandits, monsters, and animals to view their equipment and attributes.

Shown are the settlers attributes and the 4 panels that articulates information about a particular Entity/Settler.

A convenient list of current settlers are also located at the right side settlers can be selected individually through here. (Scroll-able and a Quick left {<] and right [>] key button shortcut)

## Enumerated Entity Information window:

1. Entity Name
2. Change Settler Name
3. Entity Portrait
4. Profession Icon / Change Settler Profession
5. Settler Permissions
6. Health
7. Toughness
8. Evasion
9. Energy
10. Hunger
11. Age
12. Experience
13. Level
14. Shortcut key tool-tip [<] and [>]
15. Settlement Entity List
16. Equipped Weapon Damage Numbers
17. State panel button
18. All Attributes panel button
19. Inventory panel button
20. Settler level perks button
21. Selected panel output
22. Entity Equipment / Equipping window
23. Entity current Buffs panel

## Panel Information:

State Panel - Contains the current mood and status of an Entity/Settler.

Attributes Panel - Contains additional information regarding an Entity/Settlers stats.

Inventory Panel - Contains the settlements available equipment that can be used by the Settler. Can be filtered by One/two handed Weapons, Head, Body, Legs, Feet or the default All. Current and to be Equipped item windows are shown to enable comparing which is better and Equipping is done through this panel by dragging the equipment listed to the Equipment window on the left. More info on Equipping page.

Settler Perks Panel - Contains an Entity or Settlers Perks based on their Profession.
Butterfly Crossbow

This article is a Minecraft: Dungeons Wiki stub, which means it’s a short page. You can help the Villagers by growing the page.

### Description

This crossbow moves faster than wings in flight and strikes down enemies before they see the bolt.

## Weapon Stats

### Weapon Power

Low

*“This crossbow moves faster than wings in flight and strikes down enemies before they see the bolt.”*

The Butterfly Crossbow is a Ranged weapon that has high fire rate and can hit two targets at once.

## Trivia

* If paired with rapid fire this cross bow shoots extremely fast.
Evoker

The Evoker is a Boss in Minecraft Dungeons.

From Angello Freeman 4444.

## Behavior

The Evoker has 2 attacks as shown below, which he alternates between. While not attacking he attempts to stay distanced from the player by running.

### Fangs

The Evoker summons multiple fangs in formation. If the player is close to him, he summons them in a circle formation around him. If they are far from him, he summons them in a line formation towards them.

## As a Boss

Currently, it is known that Evokers appear thrice in Pumpkin Pastures as the first bosses of the game. The first is located just after the drawbridge, and is a miniboss. The second one appears past a river, and has the same stats. The third one, with three times as much health as the first two, is fought at the end of the level after an ambush from the Arch-Illager, being a proper boss.

## Sources

☀https://www.youtube.com/watch?v=HLcOlL\_4jkY
Crops

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***
Skin

This article is a Minecraft: Dungeons Wiki stub, which means it’s a short page. You can help the Villagers by growing the page.

**Skins** are skins for player characters which determine their appearance. Unlike in *Minecraft*, *Minecraft: Dungeons* has a fixed selection of skins and users are not able to create their own skins. Steve and Alex from *Minecraft* are available, as well as various other skins.
Emerald

This article is a Minecraft: Dungeons Wiki stub, which means it’s a short page. You can help the Villagers by growing the page.

**Emeralds** are the main currency of the game. Emeralds may be dropped by defeating Monsters, or by opening Chests. These emeralds can be used to pay for items at the Blacksmith or the Wandering Trader.
Redstone Golem

This article is not yet in Minecraft Dungeons. This Item/Mob will come out sometime soon to the Game.

This article is a Minecraft: Dungeons Wiki stub, which means it’s a short page. You can help the Villagers by growing the page.

### Health Points

TBA

The Redstone Golem is a mini boss in Minecraft: Dungeons. It appears to be a prototype of the related Redstone Monstrosity, posessing a few similar features, but with a more natural texture, and redstone only as a few large cracks in the body. It also posesses a slimmer build, with only two eyes and no visible mouth.

Presumably, the Redstone Golem attacks with weaker versions of its more modernized kin.
Geomancer

This article is a Minecraft: Dungeons Wiki stub, which means it’s a short page. You can help the Villagers by growing the page.

The **Geomancer** is an Illager that appears in Minecraft: Dungeons. It appears uncommonly in Pumpkin Pastures.

## **Appearance:**

The Geomancer is an elderly Illager with a wooden staff, ragged clothing, and a purple crystal necklace.

## **Behavior:**

The Geomancer acts as a tactical expert in battle. It will summon two types of pillars on the battlefield to assist the other monsters. They cannot be damaged, and will disappear natuarally.

### **Geomancer Wall**

The Geomancer Wall is a simple, rusty stone-like object, with a creeper face. If summoned underground, it glows red. The Geomancer summons these strategically to act as walls to assist the other enemies. After 5 seconds, it will fall back to the ground.

### **Geomancer Bomb**

The Geomancer Bomb is a dark stony like object with four faces, a happy and angry side, and a rune on it's head. The Geomancer summons these close to the player. After 5 seconds of continually sprouting orange cracks, it will explode in a small radius with high damage.
The Last Laugh

This article is a Minecraft: Dungeons Wiki stub, which means it’s a short page. You can help the Villagers by growing the page.

The Last Laugh is a dual wielded weapon that are a varient of the sickles.

## The Last Laugh

### Description

Strange, distorted laughter seems to whisper from these menacing looking sickles.

## Weapon Stats

### Bonuses

* Mobs Drop More Emeralds
* Dual Wield
H0-9Chaos Construct

File:H0-9Chaosconstructplacement.png

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

### Permissions Needed:

* Voidwork

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

**The Chaos Construct has the ff. Prop requirements:**

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

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

### Chaos Construct Crafting:

 File:H0-9Screen Shot 2019-07-26 at 3.18.12 PM.png
## Chaos Construct List:

  File:H0-9Screen Shot 2019-07-26 at 3.17.46 PM.png   | 2H Spellbook of Force
  File:H0-9Screen Shot 2019-07-26 at 3.17.52 PM.png   | Arcane Dust
H0-9Ancient

The **Ancients** are a Playable Race that can also be encountered as NPCs.

## Gameplay Summary

Ancients cannot be assigned most professions, and instead have their own unique set, including Arcanist, Mage, Summoner, and Thaumaturge. To do labor, Ancients summon entities from the void, like Void Woken and Void Imp, using a Summoning Chamber. Ancients do not eat or drink, and instead replenish their energy at Immortality Tombs. Without energy, Ancients will develop Void Sickness and eventually die. Unique Rooms to the Ancients also include Chaos Construct, Transmutation Chamber, Retrograde Arcanum, and Farsight Beacon. All of these rooms require either Void Crystals or Void Shards to build their components. To grow their population, they find Stasis Crystals underground, which contain sleeping Ancients and can be Looted to free them.

They mainly function on magic, thus having bonuses on Evocation, Fight Magic, and Voidwork.

 File:H0-9AncientStats.png
## Lore

The Ancients used the void to achieve immortality while sacrificing their living forms. Although extremely powerful, their inability to procreate has resulted in their numbers dwindling over the last 500 years.

Unworthy Ancients can be encountered similarly to human settler waves.

> "Unworthy Ancients are those that acquired immortality without permission of the council several hundred years ago. Immortality was only given to the most deserving Ancient. Having achieved it secretly was blasphemous at the height of Ancient civilization. Nowadays, it's less severe because Ancients are so few in numbers."
>
>

## Ancient Loadout:

 File:H0-9AncientLoadout.png
 File:H0-9AncientLoadoutEasy.png
 File:H0-9AncientLoadoutEasyInfo.png
 File:H0-9AncientLoadoutMedium.png   File:H0-9AncientLoadoutMediumInfo.png   File:H0-9AncientLoadoutHard.png   File:H0-9AncientLoadoutHardInfo.png
## Custom Loadout Options:

 File:H0-9AncientLoadoutCustomInfo1.png
 File:H0-9CustomLoadoutItems.png

## References

1. ↑ https://unknownorigingames.itch.io/oddrealm/devlog/115546/08240-beta-ancient-additions
H0-9Traelik

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

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

### Traelik Remains

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

* Traelik Meat
* Bones

### Traelik Meat

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

### How to obtain:

#### Butcher

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

#### Shephard:

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

#### Discovery

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

#### Spawning

Spawning: -e entity\_traelik , -i item\_traelik\_meat\_raw
H0-9ancient

The **Ancients** are a Playable Race that can also be encountered as NPCs.

## Gameplay Summary

Ancients cannot be assigned most professions, and instead have their own unique set, including Arcanist, Mage, Summoner, and Thaumaturge. To do labor, Ancients summon entities from the void, like Void Woken and Void Imp, using a Summoning Chamber. Ancients do not eat or drink, and instead replenish their energy at Immortality Tombs. Without energy, Ancients will develop Void Sickness and eventually die. Unique Rooms to the Ancients also include Chaos Construct, Transmutation Chamber, Retrograde ARcanum, and Farsight Beacon. All of these rooms require either Void Crystals or Void Shards to build their components. To grow their population, they find Stasis Crystals underground, which contain sleeping Ancients and can be looted to free them.

They mainly function on magic, thus having bonuses on Evocation, Fight Magic, and Voidwork.

 File:H0-9AncientStats.png
## Lore

The Ancients used the void to achieve immortality while sacrificing their living forms. Although extremely powerful, their inability to procreate has resulted in their numbers dwindling over the last 500 years.

Unworthy Ancients can be encountered similarly to human settler waves.

> "Unworthy Ancients are those that acquired immortality without permission of the council several hundred years ago. Immortality was only given to the most deserving Ancient. Having achieved it secretly was blasphemous at the height of Ancient civilization. Nowadays, it's less severe because Ancients are so few in numbers."
>
>

## Ancient Loadout:

 File:H0-9AncientLoadout.png
 File:H0-9AncientLoadoutEasy.png
 File:H0-9AncientLoadoutEasyInfo.png
 File:H0-9AncientLoadoutMedium.png   File:H0-9AncientLoadoutMediumInfo.png   File:H0-9AncientLoadoutHard.png   File:H0-9AncientLoadoutHardInfo.png
## Custom Loadout Options:

 File:H0-9AncientLoadoutCustomInfo1.png
 File:H0-9CustomLoadoutItems.png

## References

1. ↑ https://unknownorigingames.itch.io/oddrealm/devlog/115546/08240-beta-ancient-additions
Boiled Celery

Boiled Celery

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

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

## How to Obtain

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

The Foundry is where you smelt Ores into Ingots for the Smithy to use and craft into Tools, Equipment and Gears.

The Foundry 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:

* Blacksmith

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

**The Foundry 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 Stone Furnace
* 1x Cabinet
* 1x Wood Stool
Crab

Raw Crab Meat

Crab 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.

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

### Crab Remains

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

* Crab Meat
* Bones

### Crab Meat

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

### How to obtain:

#### Butcher

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

#### Shephard:

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

#### Discovery

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

#### Spawning

Spawning: -e entity\_crab , -i item\_crab\_meat\_raw
H0-9Kitchen

File:H0-9Kitchenplacement.png

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 H0-9HUD and looking for the furniture on the Props filter.

* 1x Table
* 1x Bronze Cauldron
* 1x Cabinet
Minecraft: Dungeons Wiki

**Welcome to the *Minecraft: Dungeons* Wiki**

A merger with the Gamepedia Minecraft Wiki is suggested, click here for information.

This is a wiki about *Minecraft: Dungeons* that anyone can edit. Currently, there are 149 articles and 386 images/videos on the wiki. The wiki was created on September 30, 2018‎.

***Minecraft: Dungeons*** is an upcoming action adventure game in the *Minecraft* series set to release in May of 2020. It is based off dungeon crawler games of the past. Players will constantly discover new weapons and items throughout the game that are used to fend off against monsters. Players will traverse canyons, swamps, and mines on a quest to defeat the Arch-Illager to save the villagers of the world. Players can play alone or with up to a group of four players.

As *Minecraft: Dungeons* has been recently announced, minimal information is available about the game. Also, as the game is currently in development, the wiki may not accurately describe the contents of the game. As more information is revealed, users may add information on articles by editing the pages.

## Latest activity

If you see this, your JavaScript might be disabled or DiscordIntegrator plugin isn't working. If the latter, please contact a wiki administrator.

Other links

* Official site
* Reddit community
* Discord server for the wiki
* Official Minecraft Dungeons Discord server

Minecraft

Twitter
Bedroom

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.

Couples on recent versions have been able to produce children with only one bed.

## Notes

* Could be considered the human equivalent of the Immortality Tomb
Boiled Wheat

Boiled Wheat

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

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

## How to Obtain

* Kitchen as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_boiled\_wheat
H0-9Snoot

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

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

### Snoot Remains

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

* Snoot Skin
* Snoot Meat

### Snoot Skin

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

### Snoot Meat

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

### How to obtain:

#### Butcher

Snoot Skins and Snoot Meat can be obtained when using the Butcher job on Snoot Remains.
The skin can then be made into H0-9Light Leather in a Tannery.

#### Purchase:

Merchants can sell the meat, skin, and leather.

#### Shephard:

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

#### Discovery

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

#### Spawning

Spawning: -e entity\_snoot , -i item\_snoot\_skin, -i item\_snoot\_meat\_raw
Cherry Corn

Raw Cherry Corn

**Cherry Corn** is a raw food item obtained from harvesting mature Cherry Corn 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 Cherry Corn" in information dialog boxes when the mouse is hovered over the item.

## How to Obtain

* Cherry Corn 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\_cherry\_corn\_seed, -i item\_cherry\_corn\_raw ~ Note: Plants themselves cannot be spawned.
Gnarl Tooth

Raw Gnarl Tooth Meat

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

## Recipes

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

## How to Obtain

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

Burger

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

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

## Recipes

 4 Burger
 4 Burger
 4 Burger

## 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\_burger
Health

**Health** is the remaining amount of damage a Hero or Mob take before dying. The default amount of maximum health for Heroes is 100, and this can be increased by equipping armor. Unlike in modern versions of *Minecraft*, health in *Minecraft: Dungeons* does not regenerate over time by default, though items such as Bread can be used to gain a temporary regeneration effect. A potion can be used to restore health instantly.

A red heart appears on the hotbar indicating the percentage of health remaining. Hovering the mouse above it will reveal the exact amount of health remaining. At 25% heath remaining or less, a red vignette overlay appears on the corners of the screen.

Attacks by monsters can cause damage to a hero, and stronger monsters deal more damage. If a hero falls out of bounds, a Totem of Undying will recall them to a location where they can land, and they will sustain damage. When a hero or mob loses all health, they die.
Chest

chests are found scattered around the map. they will give off loot when opened like arrows or emeralds.

Their are a couple different kinds of chests found in different areas.

Supplies chest: will give consumables well as arrow bundles.

Chest: will give you either emeralds, weapons or both.

level end chest: can be found at the end of a level. will give you an artifact or weapon.

Loot chest: will give you items and artifacts, but are usually hidden.

lobby chest: scattered around the lobby, will always give emeralds.
Chirpen

Raw Chirpen Meat

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, see JobCapture.

### 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: -e entity\_chirpen , -i item\_chirpen\_meat\_raw
H0-9Odd Realm Wiki

## Welcome to the Odd Realm Wiki

Odd Realm is a sandbox, settlement game set in a procedural, fantasy world. The game is inspired by games such as Dwarf Fortress and RimWorld. This is a (Work in Progress) collection of everything you could possibly need to know when it comes to Odd Realm!

You can check out and buy the game on Steam, or on its website!

```
**Join us on Discord! chat, share your thoughts and suggestions with the Dev!**

```

## **Quick Help**

* Odd Realm Help F.A.Q of Odd
* Basic Building/Room Tutorial
* Biome Guide by Richarad (WIP)
* In-Depth Basics Guide (for Early Access) by maliciouschmibbles
* v0.9.X How to play (Video Guide) by SIMS\_RPGS\_MMOS

## **Information & External Links**

* Odd Realm Website
* Discord Invite
* Reddit
* Community Suggestions Document
* Trello Board Priority bugs and feature task list
* Dev's Twitter
* Itch.io page
* Steam store page Steam Discussions
* Donate to Odd Realm Give Odd Realm some love!
* Patreon donations Give and get love for Odd Realm!
* Wiki Rules and Blocking Policy
* Formatting: Guidelines and tutorial for wiki editing. Only has Infobox tutorial for now.

**Save File location: Windows: C:/users/[Your\_PC\_name]/appdata/locallow/unknownorigingames/oddrealm**

For more information and questions head out to your preferred community site or send an e-mail to waylon@oddrealmgame.com

```
PRESS KIT: Need Odd Realm art assets for your stream or video?
This link will take you to a download page where you can find many such assets. You have permission to use the assets in your streams and videos (for example, in video thumbnails) but you may NOT sell any of them (no prints, NFT's, nothing!).

```

Version 0.9.0.13

## Wiki Activity

Track the most recent changes to the wiki on this page.

 Help

* Wiki Activity
* Social Activity
* Image Activity

No changes during the given period match these criteria.
Ice Root

Raw Ice Root

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

## How to Obtain

* Ice Root 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\_ice\_root\_seed, -i item\_ice\_root\_raw ~ Note: The plant itself cannot be spawned.
H0-9Work Shop

File:H0-9Workshopplacement.png

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

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

### Permissions Needed:

* Woodwork
* Stonework

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

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

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

* 1x Carpenters table
* 1x Wood Seat
* 1x Wood Cabinet
Gooseberry Wine

Gooseberry Wine

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

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

## How to Obtain

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

A special head piece for magic users.

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

Architect Aeternum
1
1
Arcane Dust
Amber Opal
Arcane Dust
Amber Opal
H0-9Farm

File:H0-9Farmplacement.png
### **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.
Iron Ingot

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

### How to obtain:

#### Mining:

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

#### Recruit:

They can be acquired from settlers that join you.

#### Discovery

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

Linen footwear for weather.

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

Linen boots 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
H0-9Fighting

File:H0-9Ranged.gif  Odd realm combat composes of melee and ranged fighting. Settlers can be equipped with tools or weapons to increase their close combat damage significantly or equip them with a Bow to enable them to fight at a distance.

A settlement can create their own tools, gears and weapons by H0-9Crafting, but weapons and gears can be looted from enemies that have been defeated.

Tools, weapons and gears can then be Equipped through the Entity Information window by selecting a settler and then pressing the Character Info button or its shortcut key [T].

See Equipping page for more information.

Settlers can then be assigned to Control Groups to enable quick selection of troops or settler in case of an attack or when you just want to find you favorite settler.

See Control Groups page for more information.

### Attacking

 File:H0-9Attack-order.png
Once you are confident enough about the capabilities of your warrior or archers, your equipped and control group assigned soldiers will be able to defend your settlement from attacks.

To attack enemies simply select your soldiers by their assigned group or drag and select a group of settlers, once they are highlighted you can then press the Attack order at the bottom bar or directly right click enemies to direct them to attack.

## Fight Job:

A settler with Permissions set for Melee or Ranged fighting will be able to engage in combat once enemies are nearby or present in the map.

## Room Information:

The Barracks is where Archers and Warriors will train and increase their levels by destroying training dummies.

## Profession Information:

 File:H0-9Archer.png
 File:H0-9Warrior.png
The Archer profession and Warrior professions handle combat and guard duty for your settlement, their perks are built to be able to eliminate enemies swiftly or be able to survive ordeals from bandits.
Linen Cloth

**Linen Cloth**are a Refined Material created using 5 Plant Fiber to create 1 **Linen Cloth** with a Clothier. Items that require Linen Cloth to be made require the Clothwork skill.

### How to obtain:

#### Farming

Plant Fiber can be found farming wild plants and crops. It can then be made into **Linen Cloth** with a Clothier room.

#### Recruit:

They can be acquired from settlers that join you.

#### Discovery

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

The Capture job is used to convert entities trapped inside of a cage to be part of your settlement. The Capture skill uses the settler's Taming skill; the higher the skill, the more effective the settler will be performing this task.

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

The Capture button is the second one from the right side in the top row.

To start a Capture job, click on the tile that trapped entity. The task will be assigned to a settler with the appropriate skill active 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 Capturing 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.

Tips:

1. Be careful when trying to Capture an entity, because a failed check can cause them to become aggressive and attack.
2. You can set up the cage as a storage room to put food for animals you want to catch.

Note: To use this skill, you need to unlock "Wood-Work" in the industry Saga tree, because that is where you learn the blueprint for cages to trap creatures in. The cages are listed as "Props" in the Build Menu.
H0-9Work Stations

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

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

Raw Kelp Witch Meat

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

## Recipes

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

## How to Obtain

* Kelp Witch can be found in water using the Fish skill.
* They can be purchased from Traveling Merchants either as seeds, or as a fresh item.
* They can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_kelp\_witch\_meat\_raw, ~ Note: The fish themselves cannot be spawned.
H0-9Farming

File:H0-9The-village-of-New-Joy-in-Spring-by-Gnomageddon.png
Farming in Odd Realm involves plotting a Farm Room and designating tiles you want crops to be planted on. The crops are then harvested automatically by Settlers assigned with Harvest and Plant permissions within the Room.

Once a farm room has been plotted, the first types of crops to be planted need to be manually laid then the farm room will automate the process of auto-planting the previous crop that was assigned and auto-harvesting by the farmers.

Light affects plant growth. Without enough light, plants won't grow at all, and too little will result in them taking longer to grow. Mushrooms are the exception and can grow underground.

#### Crop growth & Seed Notes:

* Most crops guarantee a drop of seed.
* Having a high-level farmer greatly increases crop growth notably Reap what you sow I & II perks reduces time needed to mature by 12hours, 24hours respectively.
* Making sure that only your farmers have the Harvest & Plant permissions will ensure that your Farmers will get the EXP needed to level-up.

## Farm Job:

 File:H0-9Planting-0.png
A settler with Permissions set for planting will be able to work on farm jobs by manually designating areas to plant crops.

## Room Information:

 File:H0-9Farmroombutton.png
The Farm room currently lists the current mechanics of the Farm, some notes regarding seasons especially once winter season rolls over.

## Profession Information:

 File:H0-9Farmer.png
The Farmer profession is the preferred profession for toiling in the Farm room their perks are built to improve from working with Harvest, Plant, and Cut Skills.
H0-9HUD

File:H0-9OddrealmHUD.png
## 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.