recursal/Fanatic-Fandom huggingface dataset:
Console

Each server has a **Console**
that can be connected to by server owners. The **Console**
allows for spawning of items, teleporting of players, and many more abilities. It can be connected to via the Dashboard, or through a custom bot or tool using a library like js-tale or att-websockets.

All communication done with the **Console**
is through 'statements', a line of text that can contain commands, or more advanced **Console**
features.

## Commands and Responses

At the core of the **Console**
is a collection of commands. Commands may do things (eg. spawn an item), or simply access data. After a command has run, it returns a response. A response may contain information (eg. the ID of the spawned item), be empty (successful, but have no additional information), or contain an error.

### Modules

Modules are collections of commands. They can also contain submodules to further categorize commands.

### Command syntax

A command is invoked through is full path (modules and command name (if any)), as well as any arguments.

For instance, the module ``spawn``has a submodule called ``list``, which has a command called ``materials``. This command takes no arguments.
To invoke this command, the following statement would be used:
``spawn list materials``.

As a second example, the module `spawn` also has an unnamed (aka. 'default') command, with 3 parameters: the players, the prefab, and arguments.
To invoke this command, the following statement could be used:
``spawn Joel stone 10``

### List of modules and commands

An up to date list of all modules, commands, and their parameters can be found on the right hand side in the dashboard after connecting to a server.

If you want to parse the data yourself, you can also invoke the command `help modules`.

## Statements (Future Feature)

**Note: This feature does not exist yet, but is planned for the future.**

A statement can be much more than a single command. Statements can also include inner statements, data accessors, math operators, logic operators, and more.

### Data accessors

In a basic statement, containing nothing but a single command, the command returns a result, and that result is then passed back as a response from the **Console**
. For example, ``player list`` might return ``[ { "id":100, "username":"Joel" }, { "id":200, "username":"Narmdo" } ]``.

Data can be manipulated to return information in a format more useful for your situation. In this case, the data being dealt with is an array. If only the names were needed, the statement ``player list.select.username``could be used to return ``[ "Joel", "Narmdo" ]``.
0.0.66.0

0.0.66.0 was a pre-Alpha update added to "A Township Tale" on October 13th, 2020.

## Full Patch Notes

**Game Changes**

* **Turabadas can now move when attacking.**
	+ Melee attacks now allow Turabadas to travel whilst performing them.
* **Crystals now respawn in caves.**
	+ Blue crystal gems, and tall crystal spikes respawn.
	+ Tall crystal spikes no longer have/leave a rocky outcrop beneath them.
* AI optimizations.
	+ Improved the performance of AI's finding new targets.
* Improvements to enemies spawning beneath terrain. (Not a fix for being inside boulders, but a fix for enemies spawning on rings in the forest, for example.)
* Fixed ceiling lights not lighting up.
* Visual tweaks to dynamite explosion effect.
* Reduced weight of Geodes and Geode Halves.
* Fixed issue with decrafting moulds.
	+ You can no longer start decrafting if the mould has already been pressed with a weapon.

## Related

https://www.reddit.com/r/TownshipTale/comments/jalnx4/a\_township\_tale\_official\_patch\_notes\_00660\_run\_n/
Assembly Deck

Type | Working Station

The Assembly Deck is an item introduced in the 0.0.45.0 update that allows players to craft objects that assist the player in their daily travels.

## Location

The Assembly Deck can be found in the Crafting House, which is located between the main market and Training Grounds.

## Usage

The primary function of the Assembly Deck is to craft complex objects that the hand-crafting system cannot provide for. Another function of the table is decrafting complex objects, similar to the Deconstructor. In order to use the assembly deck, a page must first be taken out of the Recipe Book by gripping the desired page from the top and pulling it out. The page can then be inserted into the page-holder sticking out of the left side of the deck. IFN fornite burger

## Parts

There are many items that can be used on the **Assembly Deck**, here are some of the major items:

and Wyrms

## Assembly

Using this table requires a long series of steps to be followed in order to get the result you desire.

The tools of this table are the hammer and chisel. However, this station requires more dexterity and finesse than Carpentry and Smithing.

Most parts need to be nailed in with ethereal nails that appear when you supply the appropriate part.

These nails must be driven in with precise strikes upon the flat head. Any awkward impacts will "bend" the nails, potentially increasing the difficulty of driving in the nail.

These nails also act as a sort of "shield" for the part. If you strike too hard, dealing more damage, you may potentially overcome the shield of the nail and damage the part. Once the part becomes too damaged, signified by red cracks along the surface, it will break and destroy the part that you supplied.

* It is recommended that you use a lower damage material such as gold or copper, or even stone, as it's more difficult to damage the part due to less damage being done by the material.
* It is also recommended that you use the smallest hammer head to easily control which nail you hit.
Battlefield

Type | Location

The Battlefield is an area shrouded in mystery. Situated between the Wooded Valley and the Sandstone Bridge. Scattered all around a townsmen will find Rusty Equipment and large mounds of dirt. It is thought that The Camps and the Town had a battle here; however, only Town-made weapons, and tools can be found here. Was the battle over valuable resources and treasure? Or is there a deeper story not yet told, just waiting to be discovered. Only time will tell.

## Location

* When leaving Player Spawn it is situated just to the right.
* When leaving Newcomers Spawn it will be situated just to the players left, just to the left of the Player Spawn platform.

## Features

Many Rusty Tools can be found scattered on the **Battlefield** such as swords, Axes, shovels, and Shields.

This is a good place to find tools and weapons for beginner townsmen to start off with. Placed next to a small worn down building is one of the many Map Boards. Once activated, a townsman is able to see more of the Towns locations that can be explored.

This area is inaccessible until the Sandstone Bridge is Repaired.

## Nearby Resources

* Dried Grass can be found scattered all around a rocky arch across from the worn down building Map Board.
* Rusty Equipment is scattered all over the open grassy area.
* Hidden nearby behind one of the hills is a covered campsite along with a Chest filled with loot.
Merchant

## Description

Whether you're trying to sell or buy anything, a **Merchant**
is the man you see. Some set up shops, some travel around but a **Merchant**
will always have wares to sell to you. If they aren't found in the Overworld selling wares, they'll be in Town Hall pressing themselves some Coins.And some times they make quite the bit of gold

## Other Professions

Blacksmith

Carpenter

Cook

Farmer

Janitor

Miner

Ranger

Warrior

Woodcutter

Other
Mining Shrine

Just do mining, level up and bring crystals over and do your activity

Mining is one of the main activities in which a player can engage while playing ATT. Currently, it is one of two ways to get Ore from Ore Veins (the other being Dynamite), and indirectly the only way to get ingots for Blacksmith. Overtime, players will gather experience from their repeated activities and level up. Upon leveling up, a player is able to go to a shrine, such as the Mining Shrine, and purchase a Skill.

The **Mining Shrine**
allows players to obtain Skills associated with the Mining profession. Typically, these skills increase a players ability to mine effectively. Overall, this falls into three broad categories: Increasing mining speed, decreasing gathering time and increasing a player's ability to navigate the mines. A player that has devoted time to this profession can usually mine much faster than a new player.

## List of skills

Below are the various skills that a player can purchase. However, some skills have prerequisites, so not all skills are available to every player. Furthermore, as of 0.0.23.0, the maximum number of skills a player may have is eight. Since there are nine skills in the mining skill tree, it is guaranteed that a player cannot have all nine at any one time. Below is a picture of the skill tree (please disregard the blue lines. The player who took this picture already had three skills bought).

## Location

**The Mining Shrine** is likely the easiest of the shrines to access on a new server. It can be accessed by Repairing a bridge (300 Stone) located along the path near the Mines. It is however possible to reach the Mining Shrine by traversing with teleport arcs across the rocky terrain next to the Televator. This route does not require building the bridge, but needs precise navigation and attention, as one wrong teleport can force you to start from the beginning again. Below is a series of pictures that could help guide a player, but a few essential details (such as how to get to the location in the first picture) are left out in order to promote a degree of exploration. Nevertheless, if you desire more information, please ask in the official Discord, or find a veteran player in game.

* The major identifier of the path that leads to the Mining Shine is a large stone bridge (located center, right). It has to be built on a new server.
* Here is a reverse shot looking across the bridge towards town.
* Picture of the Mining Shrine

## List of other shrines

These are the other current shrines found in the game (from Category:Shrines):

* Archery Shrine
* Woodcutter Shrine
* Warrior Shrine
* Blacksmith Shrine
0.0.42.1

**0.0.42.1** was released on the 1st of October 2019, and was succeeded by 0.0.43.0.

## Changes

0.0.42.1 provided the following changes:

* Added Camera Filters to Screenshot Camera
	+ New 'advanced button added to top left of the camera.
	+ Advanced options include, depth of field setting, filters on/off.
* Depth of Field
	+ P - is for perfect focus, same as your screenshots were before.
	+ A - Automatic, focuses at the center of the frame.
	+ M - Manual, disables auto-focus, and you can 'twist' the front of the lens to adjust. (This one is a bit sensitive at the moment, may be a bit finicky.)
* Camera Filters
	+ Enable/Disable filters with the small starry button.
	+ Swipe left/right across the screen to switch filters.
	+ Filters include, sepia, moody, bright, black and white, stark, and default.
	+ **Halloween Festivity Filter:** Turn you and your friends into ghosts!

* Reduced spawn rate of Turabada in caves.
* Reduced max amount of Turabada per layer.
* Increased duration of night.
* Added sound for torch fires. (Kinda basic, but may as well. Will do campfires, forge, etc. in the future.)
* Changes to player 'ghost' hand material, now with improved transparency.
* Fixed issue that caused a certain Turabada to become invisible in the Overworld.
* Fixed issue where Archery Skill 'Lightbeam' would appear out of place.
* Fixed issue where 'Lightbeam' wouldn't deal damage to players.
* Fixed an instance of empty pouches being created.
* Fixed issue where Mining Skill "Echolocation" didn't work.

* **For Server Owners**
	+ Fixed death by suicide breaking the game when a console bot is connected.
	+ Added festivity command module. (To control Christmas, Easter, Halloween, etc...)
	+ Added wipe chunk command.
	+ Changed several commands to return values, rather than trace log them.
	+ Fixed description of 'fillbooks' and 'forgeall' commands.
	+ Changed 'TradeDeckUsed' event data to have camelCase names.

You are not alone at night.
Torch

Type | Item

A **Torch**
is an item that provides light in A Township Tale

## Uses

A **Torch**
can be used to light up dark areas such as the Mines or buildings inside the town. They can be lit by bashing a piece of Flint against Flint, a Stone, any type of Ore or a Sandstone Rock at the end of the **Torch**
.

**Torches**
can be placed into a Torch Dock to light the surrounding area.

## Obtaining

A **Torch**
can be Crafted by placing one Dried Grass on the top of a Stick.

## Related

* Torch Dock
* Stick
* Dried Grass
Crate

Type | Loot Container

**Crates** are one of the breakable loot containers that can be found scattered around certain parts of the map.

## Usage

**Crates** can be destroyed by either hitting them with a Tool or Weapon, or by being thrown against a wall with considerable force. **Crates** contain an assortment of loot such as Coal, assorted Copper attachments and objects, and Teleportation Potion Flasks.

## Location

**Crates** can be found throughout the Mountain Pass and on **Cave Structures** in the Mines.
0.0.28.0

**0.0.28.0**
was released on the 19th of March 2019 and was succeeded by 0.0.28.1.

## Changes

**0.0.28.0**
provided the following changes:

* You can now log back into the caves.
	+ If you logged out in a deep layer of the caves, you can log back in at that location.
* Are you tired of having your items stolen?
	+ The passing of items now uses a confirmation system. The original holder has to let go to provide the item.
	+ May take some practice to get used to! This may not be the final version of this, let us know what you think!
* Passing items is no longer disabled in combat mode.
	+ Since we use a confirmation system for passing items now, this distinction is obsolete.
* Coin Banks added to Town.
	+ You now have a dedicated storage for coins, that lets you make withdrawals and deposits easily!
* Added dynamite boulders in the caves.
	+ These may block pathways, and need to be destroyed using Dynamite.
	+ The texturing of these boulders have changed to a dark brown, cracked surface to make it easier to distinguish in the dark.
* Added missing mould for 'standard' guard.
* Blacksmithing 'Ember Composer' ability has been dramatically buffed. (May get nerfed when tree expands.)
* Fixed issue where some trade deck setups couldn't be purchased.
* Potion liquids should now display in trade decks.
* Reduced volume of some blacksmithing impact abilities.
* Fixed issue with well not spawning the crank and rope properly to use it.
* Fixed issue with collision of repair projects.
* Fixed issue where some stew recipes did not 'feed' players.
* Fixed issue where maps would show incorrect icons.
* Might've fixed the issue of pages getting duplicated immensely out of books.
	+ Keep an eye out for us on this one.
* ???
Forest

*This feature, or portion(s) of this feature, are not available on the Oculus Quest platform. They can only be accessed via. the PC version of the game.*

The **Forest** is an expansive and varied location in the Overworld, packed full of interesting features and discoveries for the Player to find and conquer.

## Location

The **Forest** joins onto the back of the Camps.

## Features

An important disclaimer, before the numerous features and geographical areas are listed off, is that the **Forest** differs from Server to Server. Therefore, we cannot specifically mention where a certain oddity is found, and you may make discoveries that were not even intended thanks to the wonders of procedural generation.

## Creatures

The **Forest** is home to many new Creatures and variants of existing ones. These include:

* Gotera variants
* Dais
* Babu
* Wyrms
* Turabada
* Schmeechees
* Dragonflies
* Phantoms

## Oddities

The **Forest** is a wondrous land of mystery, and features many strange features which may provide a significant challenge to Players, but reward them highly...

#### Death Fern

A poisonous plant that excretes gas when a player gets near.

#### Cave Elevator

An elevator that descends down into a small cavern, featuring assorted Ore such as Coal and Copper.

#### Hanging Sack

When struck open, the Hanging Sack will drop assorted loot such as Cloth Bundles and Leather Rolls.

#### Life Vine Spire

From each of the ledges of the spire you will find the hanging Life Vines, which when brought down can be thrown at a Player's feet to heal them. Please note that the Life Vine Spire is very rare. It may take multiple days or weeks to be found. Sometimes they may not even spawn in the forest. (Chance of not always spawning is not confirmed)

## Unique Loot

Large Leather Rolls

Hebios Weapon Parts

Hebios Handles
Potion

Potions provide players in "A Township Tale" with a variety of wacky buffs, effects and ways to compliment your playstyle.

**Potion List:**

* *Teleport Potion:* After drinking the magenta-coloured potion, you will be teleported back to town. These are very useful for activities that might result in you dead, or stranded far from town as a backup plan. As of 0.0.42.1, it is the only potion in the game.

A Flask can hold one unit of potion, whereas a Gourd can hold two. Empty containers can be refilled in the potion crate past the Dust Bowl. Potions can also be used as a base liquid to make stews instead of water, causing it to have the stews' buff along with the effect of the potion.

Potions shouldn't be confused with ATT's stewing system, which provides a wide variety of buffs depending on what you cook them with.
Other

*This article is a stub. You can help A Township Tale Wiki by expanding it.*

## Description

As a settler of this Town, you are not locked down in any Roles. It is up to you and others to decide what your responsibility will be, or if you will have any at all. Each of these roles we describe refers to a set of core features in the game. Through updates, more and more will be coming to A Township Tale. No Stone left unturned, we are exploring everything a low-fantasy world can offer. You could become a Woodcutter, a fisherman, a tanner, an adventurer, forager, Cook, Merchant, vendor, trapper, hunter and many more. Each with their own set of specialized disciplines, there are many more you’ll come up with in how you approach a particular field. If Combat is your fancy, you could be an Armoured Warrior, or a nimble Ranger?

Every role contributes to the Town in some shape, way or form. Hunters, foragers, fishermen, farmers and cooks supply the villagers with a steady source of tasty food to eat. Warriors and Rangers supply the Town and its Citizens with protection from Phantoms, malicious players, and any threat that gets thrown at them. Merchants, shopkeepers and vendors all contribute to the economy of the Town, providing many ways to spend and trade for coin.

*Developer description*
## Other Professions

Blacksmith

Carpenter

Cook

Farmer

Janitor

Merchant

Miner

Ranger

Warrior

Woodcutter
Backpack

{{Infobox
}

## Use

Backpacks have 9 Docks, so they are able to carry up to 9 different Items, however each slot has a Stack Limit multiplier of 2x, meaning it can carry 2 stacks of any one item in each slot.

The **Backpack**
can be attached by grabbing it and reaching behind the Player's back, then letting go of it.

The **Backpack**
can be retrieved from the Player's back by placing their hand behind their back and grabbing it.

## Obtaining

**Backpacks**
can be obtained in a number of ways:

* Several Backpacks are scattered across the Overworld when a new server is started.
* **Backpacks** can be crafted at the Crafting House, using one of the Assembly Decks and its respective recipe page.

These bags depicted in the picture above are made from a single color of leather.

## Construction

The Backpack requires 2 Leather Rolls, 7 Leather Strips and 11 Metal Buckles. You are able to customize each piece in the steps below with a different material.

* Main body - 1 Leather Roll
* Horizontal Strap around body - 1 Leather Strip
* Bag flap - 1 Leather Roll
* Four Straps on main body - 4 Leather Strips
* Nine Buckles on the Bag, 5 on the front, 1 on each side and 2 on the back
* Ends of the Straps - 2 Buckles
* Handle - 2 Leather Strips

## Attachments

**Backpacks** are compatible with Backpack Attachments which you can attach using a Backpack Assembler.

**Backpacks** have 1 Large Leather Roll slot.

## Gathering Materials

The best places to go to gather materials is the dust bowl or the mountain pass. In the dust bowl, you can find leather rolls, leather straps, and metal buckles. Loot chests to find these items. You can also smelt down metal items like sledgehammer heads or blades you find into ingots which can be used to make buckles. An alternative option is to deconstruct buckets, cauldrons or lanterns. Even just one of these items will give you enough buckles for a bag. In the mountain pass you can find loot spots and chests which you can find buckles, leather, leather straps and other treasures. In both of these places, be careful of wyrms and phantoms. Bringing along a friend or two is not only safer, but it is more fun.
Bag Overweight

**Bag Overweight** is a negative status effect in Outward. It is acquired by having too many items in the player's equipped backpack.

## Effects

The effect is applied to your  Movement Speed attribute. Equipment which increases your movement speed will allow you to exceed the maximum speed reduction and still be able to move, although very slowly.

### Ratio

Speed Reduction Ratio
 ~11% over
 ~15% over
 ~19% over
 ~22% over
 ~29% over
 ~34% over

Exceeding 34% over bag weight will produce no further burden, apart from the Total Weight burden.

### Notes

* This effect stacks with Pouch Overweight. If both are applied, players will very quickly reach -100% speed.

## Cure

This status can be cured by unequipping the backpack or reducing the weight of items inside of the backpack.
Weapon

**Weapons**
are Tools used in Combat to damage Creatures or other Players.

There are a great number of Blacksmith Moulds already in the game, as well as a fair number of different Handles, and the current **Weapon**
-crafting system is modular (different Heads/Handles work in many combinations) allowing for a very large roster of weapons.

## Obtaining

**Weapons**
can be obtained via one of two options: Loot and Crafting.

### Loot

**Weapons**
are sometimes found as loot, whether it be in Cave Structures, embedded in mounds of dirt and within chests scattered about the Overworld.

### Crafting

**Weapons**
can also be obtained via Crafting. A **Weapon**
consists of up to 4 parts:

* Handles
* Weapon Attachments
* Directional Attachments
* Tool Heads

In order to Craft a **Weapon**
, one must first get their hands on a Handle of choice. After selecting and Crafting their Handle or finding one adventuring, they must Forge a Weapon Head. Be sure to check which parts are compatible with one another using the Crafting cross-reference tables.

To craft (parts of) a weapon, go to Blacksmith Mould or Carpentry.

## Types

### Swords

**Swords**
are slashing/stabbing weapons meant only for Combat.

### Axes

**Axes**
are slashing/chopping weapons useful for both Combat and Woodcutting.

### Hammers

**Hammers**
are blunt weapons designed for Combat, Carpentry and Forging.

### **Club**

**Clubs** are blunt weapons designed for Combat. (do not recommend)

### Bows

Bows are long-range weapons designed for Combat. Well known as the best weapon to hunt Dais with as the bows can be used from afar, therefore not scaring them as if you were to use a sword.

**Wooden Bow**

**Iron Bow**

### Slingshots

Slingshots are a ranged weapon which can launch a number of items such as Turabada Shards and Rocks

**Wooden Slingshot**

# Related

* Smithy
* Blacksmith
* Combat
* Tool
* Handle
* Blacksmith Mould
* Crafting
Roasting

Redirect to:

* Cooking#Roasting
*This article is a stub. You can help A Township Tale Wiki by expanding it.*

**Roasting**
is the process of Cooking Food over a Campfire.

You can cook whole or sliced pieces of food. Cooked food provides more hunger return than uncooked food.

An easier way to cook larger quantities of food exists, called Chest cooking.
Potion Hoop

Type | Backpack Attachment

The **Potion Hoop** is a Backpack attachment that was introduced in 0.0.54.0.

## Uses

The **Potion Hoop** can be attached to either side of a compatible Backpack with the Backpack Assembler, allowing players to attach Potions to the sides of their bags. This allows for easy access in certain situations, such as mid-fight, or teleporting out of the Mines.

The **Potion Hoop** also negates some of the carry weight that the Flasks would normally have by 50%

WARNING: Potion hoops cannot hold Gourds.

## Obtaining

The Potion Hoop must be Crafted at the Crafting House using the Assembly Deck and their respective recipe page.

## Construction

The Potion Hoop requires 2 Leather Strips, 3 Metal Buckles, and 1 Metal Plate. You are able to customize each piece in the steps below with a different material.

* Main body - 1 Metal Plate
* Outer Strap - 2 Leather Strips
* Potion Hooks - 3 Metal Buckles
Wooded Valley

Type | Location

The **Wooded Valley** is an area which is abundant in trees, small lakes, and ponds, and various secrets to explore. One could spend time here taking in the scenery, and even take a few photos of the beautiful surroundings with their fellow townsmen.

## Location

From facing the Player Spawn, turn left and make your way across the Sandstone bridge, through the Battlefield, and over the next Wooden bridge to find the **Wooded Valley**.

## Unique Aspects

This location is a spawn point for normal Gotera, and main area for Woodcutters to cut wood aside from the Forest or Cliffs. It also holds a Repair Box that needs supplies to open up a path which leads to the Woodcutter Shrine. Building the path requires 90 Wooden Wedges, and 12 Dried Grass, and must be reached by a fairly hidden path around a small mountain on the far-southwest part of the Camps.

Until the path in the **Wooded Valley** has been built, the above method is also the only means to reach the Woodcutting Shrine.

Continuing through the Valley will bring you to a vast open field know as The Camps.

***(Photo of Wooded Valley)***

## Items

Cooks might consider coming here in search of ingredients as Wooded Valley is abundant with them. Ingredients include: Berry Bushes, Apples, Eggplant, Onions, Carrots, and Pumpkins.

***Important note for Woodcutters: Remember to clear the stumps of your fell trees, they won't grow back otherwise!***
Talem

Type | Cosmetic Store Currency

**Talems**
are A Township Tale's Cosmetic Store currency.

They were informally dubbed "nachos" by the community after Bossun posted a spoiler for the design to the supporter chat.

## Uses

**Talems**
are used to buy cosmetic clothing from the Cosmetic Store

## Obtaining

The only way to obtain **Talems**
is to purchase them with real-world money. The prices are as follows:

* $9.99 - 1000 **Talems**

* $24.99 - 2500 + 250 bonus **Talems**

* $49.99 - 5000 + 750 bonus **Talems**

* $79.99 - 8000 + 1500 Bonus **Talems**

### Supporter

* $9.99 monthly Supporter package - 750 **Talems**

a month along with other Supporter bonuses.

* $8.99 per month quarterly Supporter package - 750 **Talems**

a month along with other Supporter bonuses.

* $7.99 per month yearly Supporter package - 750 **Talems**

a month along with other Supporter bonuses.
0.0.2.0

**0.0.2.0**
was released on the 15th of February 2018 and was succeeded by 0.0.2.1.

## Changes

**0.0.2.0**
provided the following major changes:

* REPAIR BOXES ADDED
* There are now repair boxes that require large amounts of resources to fix infrastructure. (This is the first instance of a feature that will otherwise be wider spread in the game. Resource requirements are also reduced from design to compensate for save wipes.)
* Added backpack box in town hall, now taking resources in exchange. (Repeatable.)
* Pouches can now 'scoop' items.
* Better effects for mining, forging and woodcutting on critical hits.
* Added sandstone stone resource.
* Sticks can now be woodcut for arrow shafts.
* Twigs/small can now be woodcut for sticks.
* More cave grass can now be found around the world.
* Spriggull feather drop count reduced.
* Some improvements to performance.
* Wyrm spawn rates fixed.
* Small tweaks to stick grab points.
* Fixed blacksmith bookshelf orientation.
* Removed outdated blacksmith sign.
* Improved collision on wooden staircases.
* Crystal lance overall damage reduced.
* Flint mining power is nerfed. (Sorry.)
* Fixed bug where taking individual items out of docks was behaving like a stacked object.
* Fixed issue where heated particles occasionally remained after being cooled.
* Fixed issue where forged items would revert to an unforged state.
* Fixed issue where players were wrongly assumed to already be on servers, disallowing reconnects.

## Related Links

https://www.reddit.com/r/TownshipTale/comments/7xn9uz/a\_township\_tale\_official\_patch\_notes\_0020/
Firework

Type | Tool

The **Firework**
is a single use item that, when ignited, launches into the air and then explodes. It can be placed onto a surface much like Wooden Stakes, and the fuse can be lit with any source of fire, or by striking it with a blade. The ring around the center of the body indicates the color of the explosion: yellow, blue, red, and green.

In addition to being entertaining, they can also be used for signaling other players over a distance, or for a short, intense burst of light in a dark area.

## Obtaining

Currently, **Fireworks**
can only be found in Chests and crates.
0.0.33.0

**0.0.33.0**
was released on the 28th of May 2019 and was succeeded by 0.0.34.0.

## Changes

**0.0.33.0**
provided the following changes:

* Updated Character Customization System
	+ New Body Type options
		- Players can choose from a variety of body types.
	+ Updated art style for hair.
	+ No longer uses blocky lego hair, but now has more of that Township fluff texturing going on.
	+ Updated Hairstyle options
	+ New Color Palette
		- No longer a wheel, but now a palette of 48 colors.
		- Primary and Secondary color brushes to 'paint' different portions of clothing.
	+ Expanded skin color options.
		- Nose colors are now adjusted dynamically based on chosen main skin color, as opposed to individually.
	+ New category options.
		- Skirts and Toolbelts are now customizable items where they weren't before. (Only 1 starting option, so far, though.)
		- Supporter Toolbelt added for supporters.
	+ New Eye Texture option
	+ Character optimizations
		- Skinned meshes and textures are merged and packed together.
		- Reduces draw calls drastically per player.
	+ Temporarily removed armors from the game.
		- Will return with Armor Crafting!
	+ Players can re-customize their characters at any point.
		- Building in town will return players to customization.

* Fixed issue where you could accidentally drink a closed gourd.
* Adjusted wording of Tutorial quests to be clearer.
* Nerfed hunger regain from cooked sliced apples.
* Fixed up visual of equipment mode from hovering shards.
* Faster loading of cave layers.
* Tweaks to spawning locations and rates of early stone/flint resources.
* Fixed torches being difficult to relight.
* Fixed items transferring to bags from pouches.
* Fixed bug that could destroy arrows from a pouch into a bag.
* Fixed issue with invisible blades after forging.
* Fixed cauldron/water stencils not displaying correctly.

## Related

Reddit Thread

Customization Blog
Tool

*This article is a stub. You can help A Township Tale Wiki by expanding it.*

**Tools**
are Items used for Crafting and obtaining Resources. Most **Tools**
are Crafted with Handles and Tool Heads, though few are individual Items themselves.

Some examples of **Tool**
categories are: Woodcutting tools, Mining tools, and Weapons.

**Tools**
have 3 states of durability. Over time the tool will start to look visibly worn, and eventually break.

For a list of variations on tools, see Moulds

## Primitive Tools

Tools can be made out of the basic materials found in the Overworld. However, they are not very effective. See Primitive Tools for more info.

## Woodcutting Tools

Trees, branches and sticks can all be cut with an axe blade, though the tool equivalents usually work better than the more weapon-oriented ones. Flint can also be used if needed.

**Hatchet**

A basic one handed hatchet.

## Mining Tools

Ore can be mined with a variety of tools. Usually a pickaxe is used, however Flint can also be used to mine low level Ore.

**Pickaxe**

A basic one handed pickaxe.

## Blacksmithing Tools

Blacksmithing is usually performed with a hammer.

**Hammer**

A basic one handed hammer.

## Woodworking Tools

Woodworking is usually done with a hammer and a chisel.

**Chisel**

A basic chisel.

## Harvesting tools

You can use a shovel to go Digging for Ore, Ingot or Coin.

**Shovel**

A rusty shovel.

## Related

* Weapon
* Crafting
* Carpentry
* Miner
* Blacksmith
0.0.31.0

**0.0.31.0**

```
was released on the 30th of April 2019 and was succeeded by 0.0.32.0.

```

## Changes

**0.0.31.0**

```
provided the following changes:

```

* Added Recycler to the game!
	+ Players can now use the Recycler to melt back down Weapon heads/Tools, Coins, wall hooks, Guards, Pommels, Spikes.
	+ Recycler returns Ingots at a loss.
	+ Only 3 Metals can be melted down at any given time, the oldest is replaced upon new additions.
	+ Ores cannot be smelted in the Recycler.
* Added Deconstructor to the game.
	+ Players can now de-craft pieces off their at these decks.
	+ Requires Chisel and Hammer.
* Forged weapons can now be heated up.
	+ Only has a function with the Recycler.
	+ No damage/durability effects yet.
* Fixed color of an uncooked Stew being incorrect.
* Fixed physics on Bellows going mad.
* Changed display of Dynamite radius. (Temporary)
	+ It's more pronounced and very visible now, but will change to look nicer in the near future.
* Fixed issue with Chiseling damage over distance calculations.
* Minor tweaks to terrain.
* Removed a certain large sword from spawning in the world.
Rusty Equipment

**Rusty Equipment** are the beginner tools scattered about within the Overworld of a freshly made world. These **Tools**

 deal very minor damage and break very quickly, though are still more viable than the stick-tools that can be crafted around the town, plus they respawn after being broken. You can find these tools most commonly at the Battlefield behind the Sandstone Bridge.

* Rusty Sword
* Rusty Broadsword
* Rusty Shield
* Large and Small Rusty Axes
* Rusty Pickaxe
* Rusty Chisel
* Rusty Hammer
* Rusty Arrow(s)
* Rusty Shovel
0.0.53.0

0.0.53.0 was a pre-Alpha update added to "A Township Tale" on April 1, 2020

## Full Patch Notes

**Game Changes**

* **Added Diggables to Caves**
	+ Can now find diggable loot in the caves.
	+ Unique to caves, buried material box added.
	+ Geodes now spawn buried. (Known issue, they may appear incorrectly oriented.)
* **Televators in caves are now free to use to return to the surface.**
	+ Surface televator requires fuel still, but only on the surface televator.
* **Changes to Turabada Animations**
	+ Clearer telegraphs for basic melee attacks.
	+ Adjustments to attack windows.
	+ Fixed issue where Turabadas attacks would not proc.
* **Phantom Head/Nightmare Changes**
	+ Reduced amount of phantom heads that spawn when Nightmare is full.
	+ Phantom Heads only target players with Nightmare.
		- Note: This doesn't apply to regular Phantoms.
	+ Phantom Heads vanish when without a target.
	+ Phantom Head Nightmare attacks only affect targets with Nightmare.
		- This means you can't aggro Phantom Heads into a crowd of people and inflict them.
* **Profession Skill Tweaks**
	+ Blacksmith Steelsong's damage bonus is buffed.
	+ Reduced damage from Archery's Lightbeam.
		- Changed Lightbeam's damage type, reducing the damage it does to other players.
		- Should no longer be able to 1 shot max HP players.
	+ Slight reduction to Archery's Slowdraw damage bonus at max level.
		- Kept in line with Lightbeam's damage.
	+ Melee Combat Power Strike Changes
		- Increased duration window to build a combo for Power Strike.
		- Increased duration window to execute Power Strike.
	+ Mild improvements to Cross Slash collision.
		- Cross Slash travels much faster.
* **Optimizations to player character rendering.**
	+ Improved texture baking/packing.
* Buckets can now be attached to wall hooks!
* Buckets and Cauldron handles only go up when hanging on a hook.
* Fixed buckets/cauldrons not filling up in the well.
* Tweaks to SteamVR haptics.
* **Added Stabilizer Camera debug function.**
	+ A stabilized view of your vision to display on your monitor. Used for recording/streaming.
	+ Press 'Z' on your keyboard to activate it.
	+ This definitely affects your performance, so I wouldn't recommend it unless you've got an S+ tier PC.

## Related

https://www.reddit.com/r/TownshipTale/comments/fsq5m6/a\_township\_tale\_official\_patch\_notes\_00530\_cave/
Training Grounds

Type | Location

The **Training Grounds**
are the place where Players can practice their combat skills, without the fear of death.

## Location

From facing Player Spawn, turn around fully and make your way up the hill towards the large arch leading to the Dust Bowl. Once at the top, take a left to get to the **Training Grounds**.

## Features

The Training Grounds provide players with multiple ways to practice combat.

* There are 3 Dummies for melee combat training.
* There are Archery Targets.
* There are more Dummies for practicing Archery.
Planting

**Planting** is the process of placing Tree Seeds or **compatible fruit or vegetables** in the ground.

## Process

Firstly, a Player must come across a plantable item. There are currently two categories of plantable items:

* Tree Seeds
* **Compatible fruit or vegetables**. There are only 6 compatible: Unripe Blueberries, unripe Apples/Apple Cores, unripe Tomato Halves, unripe Pumpkin Chunks, unripe Potato Halves, and unripe Eggplant Halves.

Once acquired, the Player must only place the compatible item on a natural floor surface, such as grass, and let go. This will submerge the item, allowing it to grow. There is then a chance for it to despawn, or grow into its mature state. When matured, this will provide a full-size version of the plant the **plantable** was derived from.

Chance for Growth
 Blueberries
 Apples/Apple Cores
 Potatoes
 Tomatoes
 Pumpkins
 Eggplants
Shrine

A **Shrine**
is an access point for buying, selling, and viewing a set of Skills.
There is also a display to let you know what your current skills are, and how many Skill Points you have to spend at that shrine.

## Skill Trees

The Skills within a **Shrine**
are organized in a tree formation. Take care with allocating your Skill Points. Players generally want to specialize in one (max two) class, and you can only allocate 8 Skill Points total. It's preferred to max a Skill Tree in one class than to dilute your points on lower skills across multiple classes.

### Earning Skill Points

Skill points must be earned by training in a particular profession. As you perform the profession, you will gain experience points in that profession. Once enough experience has been gained, it will be converted to a whole Skill Point which can be traded for a skill.

### Testing a skill

To test a skill, a player must have bought a skill that it stems off. Testing a skill is done by grabbing its associated orb (lift and then release it). A testing area then appears in the center of the **Shrine**
. Successfully using the skill then unlocks the ability to buy it.

### Buying a skill

Buying a skill is done by grabbing and moving its associated (unbought) orb into an orb slot. Hold the orb into the center of the left deck, and wait for the orb to lock into place. This can only be done if a skill it stems off has been bought, it has been tested a Skill Point is unspent.
Buying a skill consumes an unspent Skill Point.

### Selling a skill

Selling a skill is done by grabbing and pulling its associated (bought) orb out of the skill deck. This can only be done if no further skills that stem off it have been bought.
Selling a skill returns a portion of the experience points for the last spent Skill Point.

## List of Shrines

There are currently six shrines available in the game:

* Archery Shrine
* Blacksmith Shrine
* Mining Shrine
* Warrior Shrine
* Woodcutter Shrine
* Skill Points Shrine (General shrine, near mountain pass entrance, close to town hall)
Woodcutter Bag

Type | Item

**Woodcutter Bags** are a specialised backpack that allows Woodcutters to store higher capacities of Wooden Wedges.

## Use

The **Woodcutter Bag** features 1 slot, but has a capacity of 500 Wooden Wedges, allowing for better transport of these precious materials.

The **Woodcutter Bag** also negates some of the weight the items would normally posses by 50%.

**Woodcutter Bag**
can be retrieved from the Player's back by placing their hand behind their back and grabbing it.

## Obtaining

**Woodcutter Bags** can only be crafted using the Assembly Deck with it's respective recipe page and necessary materials.

## Construction

The **Woodcutter Bag** requires 12 Sticks, 1 Leather Roll, 16 Rope Bundles, 1 Dried Grass and 3 Wooden Wedges. You are able to customize each piece in the steps below with a different material.

* Back Padding - 1 Leather Roll

## Attachments

The **Woodcutter Bag** is compatible with Backpack Attachments, and has two slots.
Ore Bag

Type | Item

**Ore Bags** are a specialised backpack that allows Miners to transport higher capacities of Ore or Bars for longer-term Mining Trips.

## Use

The **Ore Bag** features 4 total slots, but has a Stack Limit multiplier of 3x for each slot, meaning it can store 150 Ore in each, holding 600 Ore in total. This means that Miners can spend more time underground gathering resources, unlike those who use other Bag Variants.

The **Ore Bag** also negates some of the weight the items would normally possess by 50%.

**Ore Bag**
can be retrieved from the Player's back by placing their hand behind their back and grabbing it.

## Obtaining

**Ore Bags** can only be crafted using the Assembly Deck with it's respective recipe page and necessary materials.

## Construction

The **Ore Bag** requires 19 Sticks, 1 Cloth Bundles, 7 Rope Bundles, and 2 Leather Strips. You are able to customize each piece in the steps below with a different material.

* Main Bag - 1 Cloth Bundle, 2 Leather Strips

## Attachments

The **Ore Bag** is compatible with Backpack Attachments, and has 3 slots.
Store Rotations List

* **Townfolk Wear**
* **More Townfolk Wear!**
* **Adventure Wear**
* **Wayward Wanderers**
* **Riches & Renegades**
* **Halloween 1**
* **Halloween 2**
* **Halloween 3**
* **Woodland Dwellers**
* **Rustic Villagers**
* **Christmas 1**
* **Christmas 2**
* **New Year, New You?**
* **Jovial Villagers**
* **A Township Tale Anniversary**
* **Local Culture**
* **Charming Villagers**
* **Wildland Encounters**
* **Visitors of the Wild**
* **A Folk of Various Virtues**
* **Memories of Change**
* **Eccentric Folk**
* **Hardboiled Venturers**
* **Windswept Melody**
* **Fervent In Their Will**
* **More of the Common Folk**
* **Fellows in the Forest**
* **Journey to the Woods**
* **Peaceful Celebrations**
* **Honest People**
* **Unruly Vigilantes**
* **Rough and Tumble**
* **Maddening Whispers**
* **Hymm Of The Crestfallen**
* **Haunting Terrors**
* **Hearty Meals**
* **Kindled in the Cold**
* **Fond Memories of Old Winter Days**
* **Sparkling Celebrations**
* **First Embrace**
* **A Township Tale Anniversary**
* **Packed and Gone**
* **Beckoned by Fire**
* **Path of the Hellions**
* **Wisdom in the Eminent**
* **Waking Bloom**
* **Dependable Seams**
* **Sunset Solace**
* **Thrilling Ensemble**
* **Grinning With Open Arms**
* **Steadfast Company**
* **In the Spirit of Good**
* **Drawn, We Will Return**
* **Rugged Elegance**
* **Gifts Of The Land**
* **Faithful Roads**
* **Reuniting Parties**
* **Luxurious Tidings**
* **Ominous Culling**
* **Uninvited Guests**
* **Warm Welcoming**
* **Out In the Cold**
* **Festive Givings**
* **Merry Concourse**
* **Dazzling Revelry**
* **Relentless Crafters**
* **Alta Anniversary!**
* **Valuable Entourage**
* **Mellowed Gatherings**
* **Delightful Capering**
* **Chronicler's Curiosities**
* **Flourishing Festivities**
* **Prepped and Imparted**
* **Toiling and Tidying**
* **Compelling Coterie**
* **Covert Cohorts**
* **Tranquil Tradings**
* **Daring Venturers**
* **Inspiring Respite**
* **Timeless Delight**
* **Humbling Gathering**
* **Homespun Living**
* **Placid in Viridescence**
* **Peculiar Oddities**
* **Unsettling Murmurings**
* **Grim Practices**
* **Tenacious Ascent**
* **Forgotten And Found**
* **Jolly And Joyous**
* **Mirthful Jubilations**
* **Shining Jamboree**
* **Modest Roamings**

## Extra

The individual cosmetic pieces can be found here: Cosmetic List
Metal Buckle

Type | Item

The Metal Buckle is a generic crafting item added in 0.0.45.0, and is used in the creation of many items.

## Uses

Buckles are a very important item when using the Assembly Deck. A list of the Items that require it can be found on the Assembly Deck page (Pending).

## Obtaining

* **Metal Buckles** can be obtained by destroying Pots and Crates that can be found in the Mountain Pass or Caves.

* **Metal Buckles** can also be Smithed at the Blacksmith with their respective Blacksmith Mould.

* Deconstruction of items that contains Metal Buckles example Cauldron and Bucket, placing the item on an Assembly Deck(empty recipe) and using a Chisel and Hammer to break apart the items in the reverse order it was built.

* One colour of **Metal Buckles** that cannot be crafted can be obtained from deconstructing a pre-made bag found in the Overworld. The buckle colour is a more saturated colour than the copper buckles.
Phantom

Type | Creature

Phantoms are mysterious, ethereal creatures, resembling a deceased townsperson.

## Behavior

Phantoms are aggressive creatures, and will attack the Player on sight. They can often be heard by the Player as they make a strange howling sound.

## Abilities

**Phantoms** will quickly spot a player if they are in their vicinity, where they will then release a circular cloud of Nightmare, a poisonous gas that clouds the victim's vision, as if they were surrounded by fog.

A **Phantom** can also release a number of smaller 'minions' that will spread the Nightmare.

###### Fighting

Though the Phantom minions can be killed using a traditional Weapon, the **Phantom** is invulnerable to almost all kinds of damage, making it a fearsome foe.

A **Phantom** can be made to materialize by exploding a (Gotera Spore) at its base. It can also be materialized with the Echolocation Mining Skill.

Once the Phantom is materialized it can be killed through more traditional means.

## Spawn Locations

**Phantoms** are always found at night, around Mountain Pass, near the Camps and their surrounding area, the outskirts of the map and the Archery Shrine, and Dust Bowl wandering almost aimlessly until they spot a victim...

## Loot Drops

When killed, a **Phantom** has a very rare chance of dropping a phantom guard that can be combined with a Blade and Handle. When used, the weapon has increased attack power (depending on blade choice it can be up to almost three times the original damage), but it deals damage over time in the form of nightmare to the user, and at night summons Minions that keep the nightmare on the wielder if they are not killed. The only problem is you would have to kill a lot of Phantoms due to its high rarity as well as finding Phantoms themselves. In some cases, Phantoms may not be at their desired spots (due to randomized placement).