recursal/Fanatic-Fandom huggingface dataset:
Settlers

## Description

A colony survival settlers mod that helps you grow and manage your colony. Introduces new weapons, armor, research, difficulties, jobs and chat commands.

Food use now increases as colony size goes up to simulate waste. Sounds added to make your colony feel alive!

The mod is outdated and does no longer work with the current version of the game.

## Related Links

* Settlers!
* Wiki
* Install Instructions

1. ↑ Taken from the Settlers GitHub page.
Tea Farmer

The Tea Farmer is a biome specific job only available in the Far East.

It is a fruit harvesting job type, when the job is created the Farmer will plant bushes with one space between them. Once the area is covered with bushes the farmer will continuously harvest tea leaves from them.

The optimal farm size is a 3x7 or 5x5 area. The smallest possible farm is 1x15 (15 total), but this can add a lot of walking time for the farmer and make the farm inefficient. Farms with 3x7 (21 total) or 5x5 (25 total) are more commonly used.
Threat Level

Threat level is a measure of the number and strength of monsters the colony attracts. Threat is distributed between outposts based on the number of colonists each has. E.g. Outpost A has 90 colonists, outpost B has 10 colonists, and the total threat of the colony is 50. Outpost A will have an effective threat level of 45 (50\*90/(90+10)), while outpost B will have an effective threat level of 5. Threat is increased by several sources:

### Colonists

Hiring colonists past the first 25 adds 0.3 threat per additional colonist. A colony with 100 colonists and no upgrades with have a threat level of 22.5.

### Technology

Some technologies increase threat. Those that do are clearly written just under the technology name by how much they increase threat. This threat is permanent and can significantly increase the danger the colony faces, especially if the threat level is low to begin with.

### Blocks

Various blocks increase threat when they are placed, and the threat added is removed when the block is removed.

#### Lockboxes

Colony point lockboxes are a prime source of threat as later technologies, colony upgrades and merchant items require more colony points and thus require a greater storage capacity.

#### Sacred Failsafe

The sacred failsafe is a unique item that adds 10 threat, while each sacred point capacity upgrade block adds 1 additional threat.

#### Threat Banner

The threat banner increases the proportional threat of an outpost. Each threat banner in an outpost acts as 150 colonists for the purpose of threat distribution. However, the threat banner also adds 10 threat to the colony, and it is impossible to reduce the threat level of another outpost with colonists to 0 using threat banners.
Red Cobblestone

Needs | For 5 red cobblestones:
* 5 ×  Grey Cobblestone

The **Red Cobblestone** is a block used for construction.

## Obtaining

The red cobblestone is crafted by the dyer on a dyer's table, with the following ingredients:

* 5 ×  Grey Cobblestone
* 5 ×  Hollyhock

This recipe yields 5 red cobblestones.

## Usage

The red cobblestone is a construction block and serves no purpose beyond aesthetics.

The red cobblestone block takes longer than most blocks to destroy.

## See also

* Black Cobblestone
* Blue Cobblestone
* Brown Cobblestone
* Grey Cobblestone
* Hollyhock
Sling Bullet

Needs | For 10 sling bullets:

The **Sling Bullet** is an item used as ammunition for slings.

## Obtaining

### Crafting

Sling bullets can be crafted by the player through the crafting interface or by the crafter on a workbench.

In both cases, the recipe needs the following ingredient:

* 1 ×  Stone Bricks

This recipe yields 10 sling bullets.

## Usage

### Ammunition

Sling bullets can be fired with a sling, by both player and slinger.

For the player to shoot sling bullets, a sling must be equipped in the player's hotbar and selected; sling bullets must also be equipped in the player's hotbar.

For the slinger to use a sling, sling bullets must be stored in the stockpile. The slinger does not need to go to a crate, but needs a reload time during which he can't fire. The slinger also needs a sling to shoot.

The amount of sling bullets stored in the stockpile is displayed on the top-right of the screen, under "Ammo:".

## See also

* Sling
* Guard
Trader

This page is kept for historical purposes.

* 0.9.0

The **Trader** does not have any crafts but allows trading between colonies. The trade menu is accessed from the colony settings menu, Diplomacy or by clicking on a trader job block. Trade between colonies will also work without any trader but every trader job increases the speed of trades.

At the trade menu the foreign colony has to be selected, it can be owned by the same Player or also a different one in multiplayer. Afterwards the item has to be selected and the limits of the trade. For the number of trades 1.000.000 (default value) means unlimited. Trades can be set up only by the sender colony.
Wrought Iron

**Wrought Iron** is an item used as an ingredient to multiple crafts.

## Obtaining

### Crafting

Wrought iron can be crafted by the metalsmith on a bronze anvil.

The recipe needs the following ingredient:

* 1 ×  Iron Ingot

## Usage

Wrought iron is required in the crafting of the following blocks and items:

* Crossbow
* Crossbow Bolt
* Iron Block
* Iron Sword
* Steel Ingot
Stockpile

*This article is a stub. You can help Colony Survival Wiki by expanding it.*

The stockpile is an inventory system which you can access from anywhere in the world. By pressing the "I" key, you can open the interface to put items into or take items out of it. **This is not to be mistaken for an inventory.** The items in your stockpile will remain even if the player dies, even though the player's actual inventory (the hotbar exclusively) is reset upon death.
However, your colonists can not universally access the stockpile. They require crates to do so, and the crates must be within walking distance. All jobs except guards require a crate to take items from and put items into the stockpile. This can be a bit confusing at first, but ultimately incredibly helpful in automating the production of key resources in your colony.]]s.
Wheat Seeds

**Wheat Seeds** are planted by Wheat Farmer to grow wheat, the base ingredient to bread.

## Obtaining

### Research

The colony stockpile is given wheat seeds upon completion of the "Wheat Farming" Science.

### Farming

There are 80 % chances to get wheat seeds if the player harvests a juvenile wheat crop.

There are 110 % chances to get wheat seeds when harvesting a fully grown wheat crop, which can be harvested by both player and wheat farmer.

### Grass

There are 10 % chances to obtain wheat seeds when destroying grass blocks (of any type).

## Usage

### Farming

Wheat seeds are used to grow wheat farms. Both the player and the wheat farmer can plant wheat seeds on grass or dirt.

Wheat crops have 3 stages of growth. The obtained resources depend on which stage the crop is harvested:

  Straw | 0 % | 10 % | 33,3 %

## See also

* Wheat Farmer
* Wheat
* Flax seeds
* Alkanet Seeds
* Hollyhock Seeds
* Wolfsbane Seeds
Science Lab

*This article is a stub. You can help Colony Survival Wiki by expanding it.*

 Needs | * 1 ×  Planks
* 5 ×  Copper Parts

The **Science Lab** is a job block allowing scientists to perform Science.

The recipe needs the following ingredients:

* 1 ×  Planks
* 5 ×  Copper Parts
* 1 ×  Copper Tools

## Usage

The science lab is a job block which can be used by a colonist to become a scientist.

## See also

* Scientist
* Science
Wheat

**Wheat** is a food item harvested from wheat crops as part of wheat farming.

There are 100 % chances to get wheat when harvesting stage 3 (ie. fully grown) wheat seeds, which can be harvested by both player and wheat farmer.

## Usage

### Crafting

Wheat is required to produce the following items:

* Flour
* Wheat Porridge

## See also

* Wheat farmer
* Grindstone
* Food
Tower Shield

**Tower Shield** is a base Shield with a level requirement of 9.

**Lua error in Module:Equipment at line 115: attempt to concatenate field 'SetMod1' (a nil value).**

## Similar Equipment

The following similar equipment has the same implicit modifiers and equipment type, however they may have differing names, models, base types, or implicit values.
Steel Parts

This page is kept for historical purposes.

**Steel Parts** are an item used as an ingredient to multiple crafts.

## Obtaining

### Craft

Steel parts can be crafted by the metalsmith on a bronze anvil.

The recipe needs the following ingredient:

* 1 ×  Steel Ingot

## Usage

Steel parts are required in the crafting of the following items:

* Matchlock Gun
* Gunsmith Shop
* Advanced Science Bag

## See also

* Steel Ingot
* Copper Parts
Wolfsbane Seeds

**Wolfsbane Seeds** are seeds for wolfsbane, the yellow dye.

## Obtaining

### Resarch

The colony stockpile is given 100 wolfsbane seeds upon completion of "Herb Farming" Science.

### Farming

There are 80 % chances to get wolfsbane seeds if the player harvests a juvenile wolfsbane crop.

There are 110 % chances to get wolfsbane seeds when harvesting a fully grown wolfsbane crop, which can be harvested by both player and Wolfsbane Farmer.

### Shopping

The merchant can buy 100 wolfsbane seeds at the shop for a cost of:

* 30 ×  Bronze Coins

## Usage

Wolfsbane seeds are used to grow wolfsbane farms. Both the player and the Wolfsbane Farmer can plant wolfsbane seeds on grass or dirt.

## See also

* Alkanet Seeds
* Hollyhock Seeds
* Wolfsbane
* Wolfsbane Farmer
Silver Ingot

Needs | * 1 ×  Silver Rich Galena

The **silver ingot** is an item used as an ingredient to multiple crafts.

## Obtaining

### Craft

Crystal can be smelted by a Iron Smelter at a bloomery.

The recipe requires the following ingredients:

* 1 ×  Silver Rich Galena
* 1 ×  Charcoal

This recipe yields 1 silver ingot and 1 crystal.

## Usage

Silver ingots are required to craft the following item:

* Advanced Science Bag

## See also

* Bronze Ingot
* Gold Ingot
* Iron Ingot
* Steel Ingot
Vanilla Farmer

The Vanilla Farmer is a biome specific job only available in the Tropics.

It is a fruit harvesting job type, when the job is created the Farmer will plant trees with one space between them. Once the area is covered the farmer will continuously harvest vanilla from them.

The optimal farm size is a 3x7 or 5x5 area. The smallest possible farm is 1x15 (15 total), but this can add a lot of walking time for the farmer and make the farm inefficient. Farms with 3x7 (21 total) or 5x5 (25 total) are more commonly used.
Lead Bullet

Needs | For 3 lead bullets:

The **Lead Bullet** is an item used as ammunition for matchlock guns.

The recipe needs the following ingredient:

* 1 ×  Lead

This recipe yields 3 lead bullets.

## Usage

### Ammunition

Lead bullets can be fired with a matchlock gun, by both player and matchlock gunner.

For the player to shoot lead bullets, a matchlock gun must be equipped in the player's hotbar and selected; lead bullets *and* gunpowder pouches must also be equipped in the player's hotbar.

For the matchlock gunner to use a matchlock gun, lead bullets and gunpowder pouches must be stored in the stockpile. The matchlock gunner does not need to go to a crate, but needs a reload time during which he can't fire. The matchlock gunner also needs a matchlock gun to shoot.

The number displayed on the top-right of the screen, under "Ammo:", is the lowest amount of lead bullets or gunpowder pouches stored in the stockpile.

## See also

* Gunpowder Pouch
* Matchlock Gun
* Guard
* Gun Smith
0.8.0

**0.8.0** is the version of *Colony Survival* released on November 27th, 2020.

* Fix monsters getting stuck if they were at an invalid position due to removing/placing blocks
* Fix chat lines being slightly out of bounds of the chatbox
* Fix npc "indicators" not showing up properly in various failure modes
* Fix npcs not properly adjusting their position when they are floating & searching for a bed/shop/crate
* Fix statistic graphs that work as a "delta" like the trade/idle ones showing the wrong number in the legend
* Set initially selected science to the first available one
* Extended the day & night guard shifts
* Buffed builder & digger jobs; also moved them to an earlier spot in the tech tree
* Updated localization for de-DE, ja-jP and cs-CZ to around 0.7.5.8 levels, through github pull requests.
* Fix an issue with russian text breaking when kerning is enabled and certain characters wrap around
* Added confirmation button to deleting limit groups
* Somewhat fix falling to death in water - water movement generally still needs help
* Help fix death-by-lagspike by limiting movement-simulation-time to 0.2 seconds per frame
* Fix the menu's getting stuck when you die while the escape/settings menu is open

### 0.8.0.1

* Don't let npcs be stuck if their hunger isn't critical yet but couldn't find food on their grocery visit
* Rename "Upgrades" tab to "Colony Points"
* Change ammo counter to divide the different types with a `-` character instead of a `/` to prevent confusion with the "current / capacity" format

### 0.8.0.2

* Fix clicking on the npc shop not opening the points tab correctly
* Fix the scientist not properly recording all 'idle' situations to the statistics menu
* Rename "Calories" filter button in the stockpile to "Meals"
* Removed "woodcoating" item - unused and unreachable
* Fix error on malformatted commands when it splits into 0 words
* Fix new items not showing up in the statistics menu when it's set to only show changed values & you added all items in one go
* Fix typo breaking localization in the remote colony management overview menu
* Fix tooltip remaining around when you close the builder/special-digger item selection pop-up with the escape key
* Reset chosen bed if path to that bed is found to be blocked while moving to it
Straw

Game start | * 93 in stockpile

**Straw** is a block used for construction and beds crafting.

## Obtaining

### New world start

On a new world start, there are 93 blocks of straw in the stockpile and 8 blocks of straw in the player's hotbar.

### Wheat farming

Straw is a byproduct of wheat farming.

When the player or the wheat farmer harvests a wheat crop:

* if the wheat crop is on stage 2: 10 % chances to obtain one straw block
* if the wheat crop is on stage 3 (fully mature): 33,3 % chances to obtain one straw block

## Usage

Straw can be used to craft beds directly from the player's crafting interface, or by the crafter with a workbench.

## See also

* Bed
* Wheat farmer
Tropics

The **Tropics** is a so called Science Biome. It is located in the south of the world and roughly meant to resemble Africa.
Papyrus and coffeebeans are both resources that can only be farmed in the Tropics but the science to process them into Books and Coffee is only available in the Old World, meaning the player has to set up trade routes for them.

## Unique Luxury Items

* FooFoo
* Cookies
* Chocolate
* Diamond Necklace

## Unique Jobs

* Papyrus Farmer
* Cacao Farmer
* Vanilla Farmer
* Sugarcane Farmer
* Coffeebean Farmer
Technologist

*This article is a stub. You can help Colony Survival Wiki by expanding it.*

The **technologist** is a job that can be assigned to colonists. Technologists craft science bags so that the scientists can further their research. Technologists must be near a crate so that they can access the stockpile.

Technologists wear black clothing.

## Technologist Recipes

* 1 ×  Bronze Plate
* 3 ×  Bricks
* 1 ×  Linen Bag
 1 ×  Military Science Bag | * 1 ×  Iron Sword
* 3 ×  Bronze Arrow
* 1 ×  Bow
* 1 ×  Linen Bag
 1 ×  Life Science Bag | * 1 ×  Cake
* 1 ×  Wax Tablet
* 1 ×  Undershirt
 1 ×  Advanced Science Bag | * 1 ×  Steel Parts
* 1 ×  Gunpowder Pouch
* 1 ×  Silver Ingot
* 1 ×  Linen Bag
 1 ×  Colony Science Bag | * 1 ×  Bronze Anvil
* 1 ×  Finery Forge
* 1 ×  Matchlock Gun
* 1 ×  Linen Bag
Tinkerer

*This article is a stub. You can help Colony Survival Wiki by expanding it.*

 Requires | None

**Tinkerer** is a job that can be assigned to colonists by placing down a Tinkerer's Table. Tinkerers will create items at the Player's request and transport them to the nearest crate. Items in the Tinkerer's Table can be assigned priority via the three buttons reading "+", "++" and "+++". The higher the number of + symbols, the higher the priority of that item in the crafting menu. The player can use the slider bars in the interface of a workbench to adjust how many of each item they want. Tinkerers will then craft them from highest priority down, until they have nothing left to craft. At this point they will display a check mark over their head, or a red box with the item they are missing to finish a certain recipe in it. Tinkerers must be near a crate so that they can access the stockpile.

Tinkerers wear beige clothing.

## Only in the Old World

* 1 ×  Feather
* 1 ×  Ink
 1 ×  Ink | * 1 ×  Galena (Lead rich)
* 1 ×  Charcoal
* 1 ×  Egg
* 1 ×  Boiling Water
Wolfsbane

The **Wolfsbane** is a plant used as a dye.

## Obtaining

### Farming

There are 50 % chances to get wolfsbane when harvesting fully grown wolfsbane seeds. It can be harvested by both player and Wolfsbane Farmer.

## Usage

The wolfsbane is used as a yellow dye. With wolfsbane, the following blocks can be tainted with yellow (this list in non exhaustive):

## See also

* Alkanet
* Hollyhock
* Wolfsbane Seeds
* Wolfsbane Farmer
Stone Rubble

Stack max | 100

**Stone Rubble** are yielded from destroying stone blocks or dark stone blocks. They are a a crafting material in many recipes.

## Obtaining

Stone rubble are yielded from destroying the following blocks:

* Stone Block
* Dark Stone Block

## Usage

Stone rubble are required to craft the following blocks and items (this list is non exhaustive):

* Grey Cobblestone
* Grindstone
* Oven
* Grey Quarter Block
* Sling Bullet
* Black Stone Bricks
* Brown Stone Bricks
* White Stone Bricks
* Stonemason's Workbench
Smelter

Requires | Smelter Technology

**Smelting** is a job that can be assigned to colonists. Smelters refine ores into ingots and clay into bricks thanks to a furnace fueled with firewood. Smelters must be near a crate so that they can access the stockpile.

Smelters wear orange clothing.

## List of smelting recipes

* 1 ×  Firewood
 4 ×  Mud Bricks
* 1 ×  Firewood
Stone Block

The **Stone Block** is a block forming the shallow undergrounds of the world.

## Description

Stone blocks are found usually between 5 and 8 blocks under grass or sand. Stone blocks are gray in colour and take longer to mine than other materials.

Once harvested, stone blocks turn into stone bricks. The player can convert these into different designs using a stonemason, unlocked later in the game through Science.

The stone block has a destruction time of 600 for the player.

## See also

* Dark Stone Block
* Stone Bricks
Tinkerer's Table

*This article is a stub. You can help Colony Survival Wiki by expanding it.*

 Requires | Nothing

The **Tinkerer's Table** is a job block used by a colonist to produce various items.

## Crafting

Tinkerer's Tables can be crafted by the player or by the Tinkerer.

The recipes for crafting the Table are as follows:

* 4 x  Log Temperate
* 4 x  Stone Rubble

Or

* 4 x  Log Taiga
* 4 x  Stone Rubble
Scientist

Requires | None

**Doing scientific research** is a job that can be assigned to colonists. Scientists will use various materials to study and do research, which enables progression into more powerful weapons and upgrades. The scientist does not have any crafts and can only be used to perform scientific research.

Basic science will require raw materials to research, the more advanced science later on is based on so called science bags, which are basically a collection of materials and produced by the Technologist Job. The five types of science bag are basic research, life research, colony research, military research and advanced research. Scientists must be near a crate so that they can access the stockpile.

Colony and player related sciences also have a Colonist requirement. Science shows a list of all available research.

Scientists wear white clothing.

## Science Bags

* Basic Science Bag
* Advanced Science Bag
* Military Science Bag
* Life Science Bag
* Colony Science Bag

## See also

* Technologist
* Science
Winter coat

Needs | * 2 ×  Fur

The **winter coat** is a luxury item that can be crafted in the New World and provides 30 Colony Points for 180 days, 5400 points in total.

## Obtaining

### Craft

Winter Coats are crafted at the tailor shop. It is only available in the New World

The recipe needs the following ingredients:

* 2 ×  Fur
* 5 ×  Cotton

## Usage

Winter Coats are required in unlocking the following science items:

* Vanilla
* Cacao
White Carpet

Needs | * 1 ×  Planks

The **White Carpet** is a construction block and can be colored.

## Obtaining

### Craft

White carpets can be crafted by the tailor through a tailor shop.

The recipe needs the following ingredients:

* 1 ×  Planks
* 1 ×  Linen

## Usage

The White Carpet is a construction block.

It is also an ingredient to craft the following blocks:

* Blue Carpet
* Red Carpet
* Yellow Carpet

## See also

* Blue Carpet
* Red Carpet
* Yellow Carpet
Splitting Stump

Needs | * 1 × Log ( taiga or  temperate)

The **Splitting Stump** is a job block used by a colonist to produce firewood and planks.

## Obtaining

### Craft

The splitting stump can be crafted by the player through the crafting interface or by a crafter on a workbench.

In both cases, the recipe needs the following ingredients:

* 1 ×  Log Taiga *or* 1 ×  Log Temperate
* 1 ×  Bronze Axe

## Usage

The splitting stump is a job block. It can be used by a colonist to produce the following blocks and items:

 4 ×  Planks | 1 ×  Log Taiga | 60
 6 ×  Firewood | 1 ×  Planks | 120
 4 ×  Dark Brown Quarter Block | 1 ×  Planks | 12
 4 ×  Light Brown Quarter Block | 1 ×  Planks | 12

## See also

* Firewood
* Forester
Red Planks

Needs | For 5 red planks:
* 5 ×  Planks

The block of **Red Planks** is a construction block.

## Obtaining

### Craft

Red planks can be crafted by the dyer at the dyer's table.

The recipe needs the following ingredients:

* 5 ×  Planks
* 3 ×  Hollyhock

This recipe yields 5 red planks.

## Usage

Red planks are a construction block and serve no purpose beyond aesthetics.
Tin

Needs | Mined from:

**Tin** is an item mined from infinite tin and is used together with Copper to craft bronze ingots.

## Obtaining

### Mining

Tin can be mined by a player or a miner from:

* Infinite Tin

The miner can extract an infinite amount of tin from one infinite tin block, whereas the player can obtain a maximum of one tin ore from one infinite tin block.

## Usage

Tin is required in the crafting of the following items:

* Bronze Ingot

## See also

* Miner
* Bronze Ingot
Technologist's Table

Needs | * 1 ×  Coated Planks
* 2 ×  Bronze Plates

The **Technologist's Table** is the job block for the tailor.

## Obtaining

### Craft

The technologist's table can be crafted by the player through the crafting interface or by the crafter with a workbench.

In both cases, the recipe needs the following ingredients:

* 1 ×  Coated Planks
* 2 ×  Bronze Plates
* 1 ×  Copper Nails

## Usage

The technologist's table is a job block. It can be used by a colonist to become a technologist.
Wheat farmer

**Wheat farming** is a job that can be assigned to colonists. Wheat farmers will plant and harvest wheat on a farm, with a maximum range of 100 blocks. Wheat farmers require a crate to access the stockpile, or they will cease working. Wheat is worth 1200 calories when turned into bread and takes two days of in-game time to grow. It is fully grown once it reaches a light golden-brown colour. Wheat itself is less efficient to farm than berry farming, however, it can be used by the miller to create flour, and then by the baker to create bread worth 3 food, which is much more efficient than berry farming.

Wheat farmers wear olive-colored clothing. The optimal farm size is 10x10.

## Efficiency:

Wheat farmers take two days to complete harvest and thus are not ideal for starving colonies. However, working with a well-fed colony, wheat farms are the keys to prosperity.
Millers take 12 wheat and convert it into 12 flour, ultimately meaning that 100 wheat will convert into 100 flour. Bakers will take 15 flour and turn it into 6 bread. Using this knowledge we can find that 100 wheat roughly converts into 40 bread, worth a total of 120 food. Feeding each of the colonists involved in this process for the two-day duration of the process costs 30 food, leaving you with a net gain of 90 food every two days or 45 every day.
However, the miller and baker are able to work faster than the wheat farmer. The ideal ratio is 6 wheat farmers to 2 millers to 1 baker. This setup costs 90 food to feed over the two-day span that food is being produced, but will supply you with constant bread. At the end of the two days, your net gain of wheat is roughly 630 food or 315 per day. This will leave you with plenty of food to hire all the colonists you want!

#### 0.9.0+

Wheat farmers take two days to complete harvest and thus are not ideal for starving colonies. When the wheat used to produce bread meals with no tools, ~7 meals are produced per colonist involved. The rough ratio is 6 bakers, 1 millers, 2 wheat farmers and 6 berry farmers. Wheat porridge is more efficient per colonist as the quality of tools increases.
Defensive Stance

Reduce damage taken as well as damage dealt

Increase your dodge or block rate

Regenerate health

Cannot be used with Weapon Stance

Type: Aura, Buff, Healing
Class: Warrior
Receive at lvl: 10
Recharge time: 10 seconds
* Rank 1: 10% reduced taken, 10% reduced dealt, 5 more dodge/block rating, 5 hit points per second
* Rank 2: 15% reduced taken, 12% reduced dealt, 10 more dodge/block rating, 10 hit points per second
* Rank 3: 20% reduced taken, 14% reduced dealt, 15 more dodge/block rating, 15 hit points per second
* Rank 4: 25% reduced taken, 16% reduced dealt, 20 more dodge/block rating, 1% max hit points per second
* Rank 5: 30% reduced taken, 18% reduced dealt, 30 more dodge/block rating, 2% max hit points per second
Blessed Gloves

Remove all status effects

Recover all of your hit points

Gain invulnerability for 3 seconds

Type: Buff, Duration, Healing
Class: Paladin
Receive at lvl: 20
Recharge time: depends on item rank
* Rank 1: 4 minute recharge
* Rank 2: 3.5 minute recharge
* Rank 3: 3 minute recharge
* Rank 4: 2.5 minute recharge
* Rank 5: 2 minute recharge
* Rank 6: 1.5 minute recharge
* Rank 7: 1 minute recharge
* Rank 8: 50 second recharge
* Rank 9: 40 second recharge
Salpeter

Needs | Mined from:

**Saltpeter** is a crafting ingredient mined from infinite saltpeter.

* Infinite Saltpeter

The miner can extract an infinite amount of saltpeter items from one infinite saltpeter block, whereas the player can obtain a maximum of one saltpeter item from one infinite saltpeter block.

## Usage

Saltpeter is required to craft the following item (this list is non exhaustive):

* Gunpowder
Sapling

The **Sapling** is block which will eventually grow into a tree.

## Obtaining

### Leaves

There are 10 % chances to get one sapling when removing the following leaves blocks:

* Leaves Taiga
* Leaves Temperate

### Grass

There are 3 % chances to get one sapling if the player removes the following grass blocks:

* Grass Rainforest
* Grass Taiga
* Grass Temperate

No sapling can be obtained when removing Grass Savanna or Grass Tundra.

## Usage

Saplings are used to grow trees. Both the player and the forester can plant saplings on grass or dirt.
Darting Boots

Quickly dash towards the cursor

Briefly Stun all nearby enemies at the destination

Type: Attack, Aoe, Movement, Travel
Class: Warrior
Receive at lvl: ～3
Recharge time: depends on item rank
* Rank 1: 10 second recharge
* Rank 2: 7 second recharge
* Rank 3: 5 second recharge
* Rank 4: 3 second recharge
* Rank 5: 1 second recharge
Writer

**Writing** is a job that can be assigned to colonists and is only available in the Old World. It is used to create the Happiness item Book.

## Crafting

 1 x  Scrolls Shelf | * 3 x  Planks
* 5 x  Scroll of Knowledge

## Old World Recipes

 1 ×  Paper with Text | * 1 ×  Paper (empty)
* 1 ×  Ink
 1 ×  Book | * 20 ×  Paper with Text
* 4 ×  Papyrus
FooFoo

**FooFoo** is a Food item in the Tropics. In contrast to most other foods it is made by the Grinder. It is a fruit mixture and provides 90 Colony Points on consumption.

## Usage

### Recipe

Foofoo requires the following ingredients:

* 3 ×  Banana
* 6 ×  Cassava
* 1 ×  Water Bucket

### Food Production

One food worker produces about five and a half meals per day, feeding itself and five additional colonists. The production rate is 1 : 5.5, meaning about 20% of all colonists need to work in food production. A workforce of 50 in FooFoo production can feed a colony up to 270-280 in size.

## See also

* Colony Points
* Cook
* Food
Torch

Needs | For 3 torches:
* 1 ×  Planks
* 3 ×  Firewood
* 1 ×  Copper Parts

The **torch** is a light-emitting block.

### Craft

Torches can be crafted by the player through the crafting interface or by the crafter on a workbench.
In both cases, the recipe needs the following ingredients:

* 1 ×  Planks
* 3 ×  Firewood
* 1 ×  Copper Parts
* 2 ×  Copper Nails

This recipe gives 3 torches.

## Usage

Torches can be placed on the top or the sides of most blocks. When placed, torches emit yellow light.
Affixes

*This article is a stub. You can help It Lurks Below Wiki by expanding it.*

* Affixes are the magical properties that can appear on items of a Common (Green) quality or higher.
* The number off affixes an item receives will depend on the quality of the item, along with random chance.
* Once the game has determined the quality of an item, it then determines the number of affixes to give;
	+ Non-Magical (White) - None
	+ Common (Green) : 1 Prefix
	+ Uncommon (Blue) : 1 Prefix and 1 Suffix
	+ Rare (Purple)  : 3 - 4 Prefixes or Suffixes (any combination)
	+ Exceptional (Orange)  : 3 - 4 Prefixes or Suffixes (any combination) + Exceptional Buff

* After the number of affixes has been assigned, the game then chooses affixes randomly from the following list:
	+ Attack Power
	+ Vitality
	+ Intelligence / Grit
	+ Vigor
	+ Speed
	+ Armor
	+ Hit points
	+ Fire Resistance Rating
	+ Cold Resistance Rating
	+ Lightning Resistance Rating
	+ Poison Resistance Rating
	+ Magic Damage %
	+ Fire Damage %
	+ Cold Damage %
	+ Lightning Damage %
	+ Poison Damage %
	+ Critical Hit %
	+ Armor (scaled on character level)
	+ Total Armor increased by %
	+ Armor Penetration %
	+ Hit points (scaled on character level)
	+ Heal by % of critical damage done
	+ Gain Hit Points per second
	+ Attack speed increased by %
	+ Weapon minimum damage increased by
	+ Weapon maximum damage increased by
	+ Increase damage to undead by %
	+ Increase damage to demons by %
	+ Magic Find Rating
	+ Gold Find %
	+ Experience Percent %
	+ Percentage of your Vitality added to your Weapon damage
	+ Percentage of your Dexterity added to your Weapon damage
	+ Percentage of your Intelligence added to your Weapon damage
	+ Percentage of your Vigor added to your Weapon damage

* Once the Affixes have been chosen, the game assigns a value to that affix, based on a range that is determined by the ilvl of the item. For example, an ilvl 100 item may roll 35 - 42 Vitality, while an ilvl 4 item may roll as low as 1.
* Some affixes are exclusive to either Prefixes or Suffixes, which means some Common items cannot have specific affixes and certain affix multirolls are much rarer than others.

\*Note that it is possible to roll the same affix multiple times on a single item. There is no limit to how many times a single affix may be chosen.
Tailor

The **Tailor** is a job that can be assigned to colonists and works with all kinds of different fabrics.

## Tailor Recipes

 1 ×  Linen Pouch | * 1 ×  Linen
 1 ×  Linen Bag | * 3 ×  Linen
 1 ×  White Carpet | * 1 ×  Linen
* 1 ×  Planks
 1 ×  Undershirt | * 5 ×  Linen
* 3 ×  Wolfsbane

## New World Recipes

 1 ×  Cotton Towel | * 2 ×  Cotton
 1 ×  Winter coat | * 2 ×  Fur
* 5 ×  Cotton

## Far East Recipes

 1 ×  Silk Pillow | * 3 ×  Silk
* 10 ×  Feather
Black Beans

*This article is a stub. You can help It Lurks Below Wiki by expanding it.*

* Seeds can be found in seed bags, chests, dropped from monsters or purchased from the General Store.
* Black beans grow on vines.
* Black beans will respawn once a day for several days at a time.
* Can produce seeds.
* Can be planted in dirt using the hoe.

### Season

* Plantable in: Spring and Summer.
* Days until harvest: 3

* Plants
* Trees
* Magic Crops

* Ore Bulb
* Crystal Bulbs
* Golden Tree

* Normal Difficulty
* Nightmare Difficulty
* Hell Difficulty
* Inferno Difficulty

* Nickel Ore Bulb
* Lodestone Ore Bulb
* Ochre Ore Bulb

- Russet Ore Bulb

- Bronzed Ore Bulb

- Vibrantium Ore Bulb

- Aqua Ore Bulb

- Sunrise Ore Bulb

* Triangle Crystal Bulb
* Square Crystal Bulb
* Diamond Crystal Bulb
* Octagonal Crystal Bulb

 Golden Tree
White Stone Bricks

Needs | For 5 white stone bricks:
* 5 ×  Stone Bricks

**White stone bricks** are a construction block.

## Obtaining

White stone bricks are crafted by the dyer on a dyer's table, with the following ingredients:

* 5 ×  Stone Bricks
* 5 ×  Gypsum

This recipe yields 5 white stone bricks.

White stone bricks have a destruction time of 600 for the player, just like stone bricks.

## Usage

White stone bricks are a construction block and serves no purpose beyond aesthetics.

## See also

* Stone Bricks
* Black Stone Bricks
* Brown Stone Bricks
Barn

* Crafted using the  Blueprint Barn
* Home of  Mooffulo (Not a cow)

**Recipe:**
80  Wood
20  Shaped Stone Bricks
10  Wheat Bushel
500  Crystal Shards
32  Compost

* Can be upgraded to the Deluxe Barn. The upgrade is sold at the General Store and costs 100000 gold.
* All NPC buildings restock at 12:00am every in game day.
Damage

*This article is a stub. You can help It Lurks Below Wiki by expanding it.*

There are several types of damage in **It Lurks Below**: Physical, Magic, Poison, Cold, Lightning, Fire and Rainbow damage. All damage types are reduced by the player's or monster's armor.
Some damage types have a chance to inflict a **status effect** and cause damage over time (DoT). Status effects can be resisted by the player based on their resistance ratings. Some skills and items can be used to remove status effects.

## Physical Damage

Physical damage causes no additional effects. Many weaker monsters inflict only physical damage.

#### Monsters inflicting physical damage

* Imp (surface)
* Beholder
* Spider
* Zombie
* Invasion Ogre
* Invasion Commander
* Inferno Spider
* Decaying Zombie
* Skeleton
* Ogre
* Gelatinous Cube (blue, mother)
* Cthulhu Minion
* Shadow
* Ogre (big)
* Demon Rider

## Magic Damage

As opposed to most other types of damage, magic damage doesn't cause any status or Damage Over Time (DoT) effects.

#### Ancient Items inflicting magic damage

* The Piercing Piccolo
* Amplified Scream
* The Invigorating Ukulele
* Tome of Atonement
* The Corroding Prism

## Poison Damage

Poison damage has a chance to inflict poisoned status on the target, causing damage over time and greatly slowing down its movement.

#### Ancient Items inflicting poison damage

* Grim Scythe
* Poisonous Phial

#### Monsters inflicting poison damage

* Gelatinous Cube (green)
* Ghoul
* Hellhound
* Toxic Zombie
* Spindly Trooper

## Cold Damage

Cold damage has a chance to inflict frozen status on target, causing slow movement for a short time.

#### Ancient Items inflicting cold damage

* The Ice Orb
* Soul Collector
* Frozen Skull
* The Book of Frozen Shield

#### Monsters inflicting cold damage

* Frost Imp
* Gelatinous Cube (blue)
* Wraith

## Lightning Damage

Lightning damage has a chance to inflict electrocuted status on target, causing spasmic stuns for a short period.

#### Ancient Items lightning damage

* Staggering Amulet
* The Thunderstorm Text

#### Monsters inflicting lightning damage

* Minor Demon
* Wisp

## Fire Damage

Fire damage has a chance to inflict burning status on target, causing damage over time for a short time. Fire spreads from monster to monster.

#### Ancient Items inflicting fire damage

* Firestorm Opus
* The Tome of Fire

#### Monsters inflicting fire damage

* Invasion Skeleton
* Imp
* Hell Bat
Armor

Armor reduces the damage you take. There is an Armor curve in the game. At certain levels you are expected to have certain Armor value. The damage dealt is then decided by how far you are from that number. Thus, If you are over the number a lot, it is not very helpful to buff your armor further, as there are diminishing returns at work.
Aspirational Set

****Aspirational Set****

* 2 parts: Feather Falling, Triple Jump
* 4 parts: Glide
* 5 parts: Nightvision

Health: +10% of base stats of the item
  Aspirational Breastplate | Any Breastplate
Health: +10% of base stats of the item
  Aspirational Greaves | Any Leggings
Health: +10% of base stats of the item
  Aspirational Footplates | Any Footplates
Health: +10% of base stats of the item
  Stone of Aspiration | None
Siege mode

**Siege mode** activates for a colony when Zombies do not have a valid path from the outside to the Banner. I.e. when the colony is fully enclosed within walls or a mound that zombies cannot cross. To avoid siege mode there has to be at least one entrance through which zombies can walk. The player should place Guards to protect that entrance.

For a normal colony each Colonist requires one meal per day to survive. During siege mode food consumption increases dramatically which can bring the colony to starvation very fast.

### Mazes

Players sometimes build mazes in front of the entrance to increase the walking time for zombies and keep them within range for guards for a longer time. With very long mazes it can sometimes happen that siege mode does activate on its own and / or randomly. This means that the walking path trough the maze is too long for the game's AI and it is recommended to reduce the total path length.

### Food Use

Food consumption in siege mode is about 10x that of regular food consumption. Food is automatically consumed during siege mode, without colonists having to visit the grocer or banner. This is because during siege mode, most colonists will likely be asleep and therefore unable to access the grocer/banner. During siege mode, each colonist will consume 0.4 meals per hour, directly from the stockpile. In comparison, the normal food consumption for a colonist is about 0.0417 meals per hour (totaling one meal per day, which the colonist will pick up at the grocer/banner). Food consumed during siege mode does not contribute to colony points.

### See also

* Banner Tool
* Zombie
* How to play guide for Colony Survival
Blocks

Blocks can be mined with Pickaxes and placed in the world. Some blocks are also used in crafting, for example  Ice or  Crimson Cobblestone .
Blocks will be auto collected in close proximity to them. A block exclusive inventory exists along side the players character inventory. The block inventory will store all the blocks and provide access the blocks at any time. There are two pages to the block inventory.

To withdraw blocks from the inventory just click and drag to the action bar or click the arrows on either side of the inventory to drop into the character inventory.

To add items manually to the blocks inventory. To add blocks manually to the blocks inventory drag the blocks to the .

* Highland Blocks
* Badland Blocks
* Special Blocks
* Craftable Blocks
* Dirt Layer
* Muddy Layer
* Ice Layer
* Slimy Layer
* Bloody Layer
* Fleshsore Layer

* Cobblestone
* Dirt
* Rich Clay

- Carved Slate

- Muddy Dirt

- Ochre Calcite

- Rough Stone

- Blood Stone

- Crimson Cobblestone

- Ice

- Pitted Stone

- Aged Stone Bricks

- Red Pebblestone

- Slanted Dark Bricks

- Slimy Dirt

- Dark Cobblestone

- Ichor Dirt

- Rusted Miniblocks

- Soft Scatterbrick

- Glowing Plasma Stone

- Fleshsore Dirt

- Metal Cube

- Putrid Stone
* Marble Layer
* Jade Layer
* Fossil Layer
* Garnet Layer

- Bright Clay

- Brown Clay

- Clay

- Purple Clay

- Red Clay

- Rich Clay

- White Clay

- Green Clay

- Jade Clay

- Olive Clay

- Sage Clay

- Sculpted Clay Cube

- Slimy Clay

- Blood Stone

- Carved Hunter Weave

- Dark Clay Brick

- Dark Gray Clay

- Gray Clay

- Metal Mini Blocks

- Metal Plating

- Mocha Clay

- Slate Clay

- Blood Clay

- Clay

- Death Block

- Putrid Clay Brick

- Rose Clay

- Rotten BloodStone

- Sandstone Brick

- Terra Cotta
* Portal area
* Compost Chamber
* Mythos Chamber

- Dark Sand

- Gold Brick

- Sand

- Slime Block

- Arcane Dark Stone

- Arcane Fire Stone

- Dark Stone Bricks

- Glass Window

- Horizontal Beam

- Sculpted Dark Cube

- Shaped Stone Bricks

- Thatched Roofing

- Vertical Beam
Traps

## Traps General Info

All traps are only refilled during the day, by a Trap Fixer that is within 50 squares of the trap (101x101 square with the Trap Fixer in the center, although it seems to only go to 46 blocks diagonally, so results may very near the corners). The Trap Fixer will completely refill the trap in one journey, but needs to walk back to the station between filling traps. The accents on the side of the Projectile Trap will change color depending on how much ammo it has. It will be red when empty, green when full, and yellow otherwise. The side with the small square is the side of the trap that will activate and release the ammo. Picking up loaded traps will destroy any ammo that was within the trap.

## Caltrops

Shoot an area of Caltrops Ammo in a radius of 3 centered around a space up to 4 blocks directly **below** the trap. Any Zombies within the area will be slowed to 60% of their speed (does not stack). Will not trigger on Zombies that are already slowed. Deals no damage. The trap can hold up to 3 ammo. The trap takes 10 seconds to reload.

## Cannon

Shoots a Cannon Trap Ammo, when a zombie of 1000+ hp steps within 20 blocks of directly **in** **front** of the trap, dealing 12500 damage. The trap can hold up to 3 ammo. The trap takes 5 seconds to reload.

## Dropper

Drops a Dropper Trap Ammo, when a zombie is within 8 blocks directly **below** the trap, dealing 500 damage. The trap can hold up to 3 ammo. The trap takes 10 seconds to reload.

## Gunpowder

Shoot an area of Gunpowder Ammo in a radius of 3 centered around a space up to \_ blocks directly **below** the trap. Any Entity (Colonists included) within the area will take 750 damage. The trap can hold up to 1 ammo. The trap takes 10 seconds to reload.

## Projectile

Shoots a Projectile Trap Ammo, when a zombie of 1000+ hp steps within 12 blocks of directly **in front** of the trap, dealing 2500 damage. The trap can hold up to 10 ammo. The trap takes 10 seconds to reload.

### Tips

Projectile traps can be a great way to "thin the herd" of larger hp zombies before they get to your colonies defenders. Since they only trigger on zombies of 1000 hp or more, then they will only target Armored, Strong, and Armored Strong Zombies. Although they are probably not needed until at least Strong Zombies appear or you have sufficient production of copper, as it is much more copper efficient for an archer or crossbow colonist to kill. Although Projectile Traps can be quicker at dealing with high hp zombies and come with the benefit that they don't need to be housed, fed, or contribute to your threat level.

## Rope

Shoot an area of Rope Trap Ammo in a radius of 4 centered around a space up to 4 blocks directly **below** the trap. Any Zombies within the area will be slowed to 0% of their speed (does not stack) for 10 seconds. Will not trigger on Zombies that are already slowed. Deals no damage. The trap can hold up to 3 ammo. The trap takes 45 seconds to reload.
Amplified Scream

Every time you get hit, scream discordant, magic damage notes all around you

Type: Aura, Spell, Projectile, Trigger, Magic
Class: Bard
Receive at lvl: 10
Recharge time: 1 second
* Rank 1: 5 damage per bolt
* Rank 2: 10 damage per bolt
* Rank 3: 20 damage per bolt
* Rank 4: 30 damage per bolt
* Rank 5: 40 damage per bolt
* Rank 6: 50 damage per bolt
* Rank 7: 60 damage per bolt
* Rank 8: 70 damage per bolt
* Rank 9: 80 damage per bolt
Shop

Needs | * 1 ×  Planks
* 4 ×  Linen

The **Shop** is a job block allowing merchants to buy items with coins.

## Obtaining

### Craft

The shop can be crafted by the player through the crafting interface or by the crafter using a workbench.

In both cases, the recipe needs the following ingredients:

* 1 ×  Planks
* 4 ×  Linen
* 5 ×  Bronze Coins

## Usage

The Shop is a job block which can be used by a colonist to become a merchant.
Cosmic Set

****Cosmic Set****

* 2 parts: Nightvision
* 5 parts: Flight

Health: +20% of base stats of the item
  Cosmic Chestplate | Any Breastplate
Health: +20% of base stats of the item
  Cosmic Legplates | Any Leggings
Health: +20% of base stats of the item
  Cosmic Footguards | Any Footplates
Health: +20% of base stats of the item
  Ring of Cosmos | None
3x3 digging.
Berries4Life

Seeds can be found in seed bags, chests, dropped from monsters or purchased from the General Store. Berries also grow on bushes found across the overworld and will respawn once a day for several days at a time. You can convert any found berry into the berry seeds needed for the achievement.

Use the berry seeds on either the planter box or hoed dirt. This achievement is cumulative across all seeds planted on the same character but not across multiple characters.
Creative style

One of the Game styles you can choose when starting a new character. Takes the survival aspect (hunger/stamina) of the game out. Additionally, everything else is easier as well. Monster health is lower, their damage output is lower, etc. The "easy mode". To retain the difficulty of Standard mode, but remove the survival aspects, try Descent mode.

*"For those who want to take the relaxing route through the dungeon.*
No need to worry about hunger, fatigue or farming, plus many of the crafting

recipes are unlocked early and most of the building materials are infinite."
Arcane Fire Stone

*This article is a stub. You can help It Lurks Below Wiki by expanding it.*

* Found in: Mythos Chamber
* Glows when placed of a any block in the layer behind the top most layer.
* Can stop the spread of The Corruption of It
* The example below shows how the block functions. Placing the block on over any block in the next layer will trigger the glow. The trigger for glowing is limited to the surface that makes contact with the block underneath.
Badlands Station

###  Blueprint Badlands Station

* Used to construct the structure  **Badlands Station** .

* The Badlands Station is run by  Phoenix on the Highlands side of the portal.
	+ She trades Heroic Emblems for seasonal event dimensions and crafting items.
* On the badlands side of the station players can find  Gurk the Hungry .
	+ He trades Runeword Scrolls for Quartz.

**Recipe:**
80  Crimson Cobblestone
20  Adamantine Bar
1000  Crystal Shards
Coffee Berries

*This article is a stub. You can help It Lurks Below Wiki by expanding it.*

* Seeds can be found in seed bags, chests, dropped from monsters or purchased from the General Store.
* Coffee berries grow on bushes.
* Coffee berries will respawn once a day for several days at a time.
* Can produce seeds.
* Can be planted in dirt using the hoe.

### Season

* Plantable in: Summer.
* Days until harvest: 3

* Plants
* Trees
* Magic Crops

* Ore Bulb
* Crystal Bulbs
* Golden Tree

* Normal Difficulty
* Nightmare Difficulty
* Hell Difficulty
* Inferno Difficulty

* Nickel Ore Bulb
* Lodestone Ore Bulb
* Ochre Ore Bulb

- Russet Ore Bulb

- Bronzed Ore Bulb

- Vibrantium Ore Bulb

- Aqua Ore Bulb

- Sunrise Ore Bulb

* Triangle Crystal Bulb
* Square Crystal Bulb
* Diamond Crystal Bulb
* Octagonal Crystal Bulb

 Golden Tree
Cosmic Armor

* 2 parts: Nightvision
* 5 parts: Flight

  Cosmic Chestplate |  Aspirational Breastplate |  Sig | Armor: +10% of base stats of the item
  Cosmic Legplates |  Aspirational Greaves |  Sig | Armor: +10% of base stats of the item
  Cosmic Footguards |  Aspirational Footplates |  Pi | Armor: +10% of base stats of the item
Health: +10% of base stats of the item