recursal/Fanatic-Fandom huggingface dataset:
Blueprints

* Void Shard -  Wood Logs x5 or  Stone Chunks x10 or Dirt Clod x15 or Plant Fiber x15 or Rotten Food x25 - Transmutation Chamber
* Void Crystal - Void Shards x10 - Retrograde Arcanum

### Gear

* Wool Coat
* Wool Pants
* Stoneleaf Boots
* Stoneleaf Cap
* Cloth Vest
* Cloth Hat
* Cloth Leggings
* Cloth Boots
* Bronze Breastplate
* Bronze Helmet
* Bronze Leggings
* Bronze Boots
* Iron Breastplate
* Iron Helmet
* Iron Leggings
* Iron Boots
* Steel Breastplate
* Steel Helmet
* Steel Leggings
* Steel Boots
* Rutile Breastplate
* Rutile Helmet
* Rutile Leggings
* Rutile Boots

### Trees

* Oak Tree - Oak Tree Seed x1
* Palm Tree - Palm Tree Seed x1
* Berara Tree - Berara Tree Seed x1
* Nila Tree - Nila Tree Seed x1

### Meals

* Boiled Celery
* Boiled Beetroot
* Roasted Boletus Mushroom
* Roasted Blood Crown Mushroom
* Roasted Bronze Cap Mushroom
* Roasted Carrot
* Roasted Pumpkin
* Roasted Zucchini
* Roasted Cauliflower
* Roasted Broccoli
* Roasted Tomato
* Roasted Cabbage
* Roasted Sweet Potato
* Roasted Potato
* Roasted Corn
* Boiled Wheat
* Steamed Rice
* Boiled Egg
* Roasted Sweet Root
* Roasted Sand Shrimp Meat
* Roasted Chi Chi Meat
* Roasted Dolma Meat
* Roasted Night Ghost Meat
* Roasted Kotha Meat
* Roasted Gnarl Tooth Meat
* Roasted Mud Cat Meat
* Roasted Kelp Witch Meat
* Roasted Chicken Meat
* Roasted Cow Meat
* Roasted Chirpen Meat
* Roasted Squeaken Meat
* Roasted Traelik Meat
* Roasted Vytrax Meat
* Roasted Lopen Meat
* Roasted Mirmit Meat
* Roasted Crab Meat
H0-9Animal Enclosure

File:H0-9Animalenclosureplacement.png
### **Room Info:**

Animal enclosures are a great way to keep your furry friends away from crops and safe from kidnappers.

### **Benefits:**

**- Organization of animals.**

The Animal Enclosure Room lets you assign animals that you have tamed and make them stay within the designated area.

When an assigned tamed animal gets hungry the animal will roam out of the Animal Enclosure to find food and then go back into the room.

### Enclosure Tips:

* File:H0-9Tamingtrick.png  If you can catch some cows & chickens they produce a lot of food. Put them in a small fence add a door, lock it and after they lay enough eggs/milk to fill the ground space it will spawn outside the fence. They won't starve either, they eat the eggs inside the fence. The animals won't eat milk produce so make sure to balance the chicken vs cow population. [1]
Equipping

Equipping your settlers in Odd realm is mainly attributed to the Entity Info screen. Currently settlers have to be manually equipped one by one and the equipment to be slotted are found on the inventory tab inside the Entity Information screen.

There are currently 6 slots to be equipped per settler, these are:

* Head
* Body
* Legs
* Feet
* Left Arm
* Right Arm

#### **Uniforms Feature:**

What is this Uniforms feature?

A lot of people have expressed that equipping settlers is tedious. The Uniform feature is a way around the micromanagement and monotony of going through each settler, one-by-one to equip items and gear.

Here are the important terms to know:

* **Gear Set** - a loadout of items that Uniforms use to determine what settlers should auto-equip. Many Uniforms can use the same Gear Set.

* **Uniform** - a preset which determines the items settlers need to equip based on Gear Set and prerequisites. There are three prerequisite categories: profession, selection group, and individual.

* **Profession Uniforms** - settlers will equip items from this Uniform if they are of the same profession.

* **Selection Group Uniforms** - settlers will equip items from this Uniform if they are in the selection group. (Selection Grouping is the feature which lets you name and hotkey settlers.)

* **Individual Uniforms** - settlers will equip items from this Uniform if the player has manually equipped items to a settler.

What's important to note about the Uniform functionality is that individual uniforms completely overwrite the two other Uniform types of profession and group. If no individual override exists, settlers will try to equip from profession and group Uniforms based on their relative priorities.

You can have many profession and group Uniforms. Settlers will auto-equip using a waterfall method. This means, that if no item exists for the highest priority Uniform, they will then look to the next highest Uniform to determine what item needs equipping. You can see a settler-by-settler breakdown of the behavior from the settler's info screen.

#### **How to manually Equip your settlers:**

1. Select/Go to the selected Settler you want to be equipped or look through the settlers window to find the settler you want.
2. By going/selecting the settler, press the Character Info button at the bottom-center bar or pressing it's shortcut Key [T].
3. The Entity Info screen will show your settler's stats and additional information. On this screen you can view your selected settlers equipment window on the left.
4. To find the settler's available gears and tools to be equiped, click the Inventory tab on the top of the center space.
5. On the Inventory tab that is shown, find the gear or tool you want to equip and drag the item to the appropriate equipment slot.

Odd realm's equipment are made through Work Stations and Settlers with permissions set to work on them.

#### Notes:

* Uniforms feature has been introduced on version 0.8.4.0
H0-9Settlers Screen

File:H0-9Settlerswindow.png
 File:H0-9Settlerswindowpermissions.png
The Settlers Screen allows viewing of settler statuses, change their professions, or toggle Skill Permissions or what they are allowed to do.

The Settlers screen can be accessed by going through the Settlers screen button on the lower-right corner of the HUD with the settler head icon or by pressing its shortcut key [L].

## Permissions

Settlers currently are able to be assigned the following work:

* Log
* Wood Work
* Stone Work
* Metal Work
* Cook
* Fish
* Dismantle
* Harvest
* Carry
* Cut
* Plant Crops
* Fight Melee
* Fight Ranged
* Tame
* Mine
* Loot
* Forestry
Biome

Biomes are the physical aspects that are within a Region.

Created for version 0.9.X, Richarad's detailed Biomes guide in Steam Guides has useful information.

## Environment

The primary aspect of a biome is the environment. This affects the tempurature, weather, and quantity of different types of materials available in the region.

Barren
In the game they are referred to as Voidlands: These area are usually warm, and are more likely to have materials connected to the Void.

* These can have the Biome Modifier for Forested or Mountainous.

Desert
These are hot, dry locations that may not work well for cooler environment creatures or plants.

* These can have the Biome Modifier for Mountainous.

Grassland
These are moderate climate areas that have softer ground on their surface areas.

Marsh
These are the grassy areas that have water (such as a river) running through them.

* They are likely to appear as another type of biome, but have the name of a river listed under the World Map tile name.

Taiga
These have large grassy fields and open spaces.

* These can have the Biome Modifier for Forested, Hills, or Mountainous.

Tropical
These are areas that have some heat, and may have higher rainfall than other areas; they are typically on islands.

* These can have the Biome Modifier for Forested or Mountainous.

Tundra
These are cold, often snow covered locations.

* These can have the Biome Modifier for Mountainous.

Water
These can be lakes or oceans.

## Biome Modifier

These modifiers are noted next to the Biome name on the World Map screen in parenthesis:

Forested
These area have trees showing in the tile that they take place in, and will have "(Forested)" in the tool tip box when highlighted.

Mountainous
These areas will have mountains showing in their tile, and will have "(Mountainous)" showing in the tool tip box when highlighted.

Hills
These are indicated with a softer featured Mountain image

## Settlements

When you select a tile with a settlement, it will tell you the race and a brief description about them.

There can be settlements from any of the entities of Odd Realm already in existence within the world. This is limited to "playable" races, but, is not limited to the ones currently available.

The tool tip when you move the cursor over a square will have an icon for the race as well as the city name. It will also list "(race) Settlement" in the information for creatures you can encounter in that Region.
Lirium

**Lirium** is a currently considered a weed as it has no purpose other than to grow more seeds and produce Plant Fiber. You can obtain both by harvesting mature Lirium plants.

## How to Obtain

* Lirium plants will grow on random grass blocks during Spring in Voidlands and Taiga biomes.
* They can be purchased from Traveling Merchants either as seeds/spores, or as a fresh item.
* They can be grown through Farming using the Plant skill, and gathered using the Harvest skill.
* They can be found inside of dungeons or off of bandits.
* They can also be "purchased" when starting a new settlement using the "Custom" option.
* Spawning: -i item\_lirium\_seed
JobFish

The Fish job is used to acquire fish for food from water sources. It uses the Fishing skill as a skill check for success and efficiency.

To Fish a location , click on the Jobs menu button found on the left side of the bottom right interface menu.

The  Fish btton is found as the first option in the second row.

To start a fishing job, click on the water tile that you want settlers to fish in. The task will be assigned to a settler with the appropriate skill when they are available.

When you move your cursor over a tile, a tool tip box will display showing the actions that you can take for that tile. You can also cancel a Job that has been placed by right clicking on the tile(s) the same way that you select them.

If you are not able to perform that action on the highlighted tile, the tool tip box will show it.

## Priority

If you want to increase the priority of the fishing job, so that they perform it before or after other tasks, you have to change the importance of the job.

Selecting Priorities (Overlay menu on the left)
Priority Level 0
Priority Level 1
Priority Level 2
Without priority number
Without priority number
Without priority number

With priority number
With priority number
With priority number
 These jobs will not be performed by settlers.

To show or disable the priority number, click on the Job Priority Overlay button on the bottom left menu.

To show or disable the Job icon, click on the  Job Overlay button on the bottom left menu.

To set up a Job over an area, you can hold the left mouse button to select a range of tiles. The selected range will be outlined with white.

You can select an outline area by holding the CTRL key when you hold the left mouse button; only the outside tiles of the area will have the job set up.

Tip: When fishing you should watch for moving shadows in the water to see where fish are at. As you catch fish, it can display what type of fish is in the water when your cursor is over it.
H0-9Taming & Hunting

File:H0-9Huntingandtaming.png
Taming & Hunting is a secondary source of food in Odd realm, it allows you to capture Wild Animals and make them stay within the confines of an animal enclosure. The tamed animals will then be able to produce food that will benefit the settlement where they would not do so if they stay untamed.

## Taming an Animal:

1. To acquire a Tamed Animal you must first have a settler with Taming Permissions then selecting/highlighting that settler.
2. Once you have a selected Settler, On the action menu at the bottom-center bar of the screen you can then let that Settler Tame an animal by selecting the Taming button [Carrot] or pressing the Default shortcut key [C].
3. With the Taming action button enabled (Your cursor should now be Orange/Carrot) Issue the action by right-clicking on the animal that you want to tame. File:H0-9Tame-order.png

The settler will then attempt to Tame the animal, running into it and smacking some sense into the animal. A successful tame will indicate a heart that has gone through the animals head or by looking through the animal's tool-tip window at the bottom-left corner of your screen then indicating a heart icon on the lower-right portion of the tool-tip window, this portion has a carrot icon for untamed animals. Once you have a tamed animal you can then assign that animal to an animal enclosure.

##### **Feeding Tamed animals:**

* Currently tamed animals will eat the most nutritious food available within their vicinity, they will ravage your settlement food stockpile if you don't fence them with a locked gate. The animal enclosure has a tip regarding this.

## Hunting Wild Animals:

There are certain Wild animals that cannot be tamed and these are usually hunted for their meat. Currently there is no Job for automating the hunting of wild animals nor does the wild animals reproduce when untamed so this is not a reliable source of food.

 File:H0-9Attack-order.png
To hunt wild animals a settler must have melee or ranged combat Permissions then issue an attack order or pressing the Default shortcut key [X] then right-clicking the particular animal that you want to be hunted.

## Tame & Hunt Job:

Currently taming & hunting doesn't have a Job order for automation but it does utilize the Action commands at the bottom bar which are the Attack and Tame entity commands.

## Room Information:

 File:H0-9animalenclosurebutton.png  Taming utilizes the Animal Enclosure room for your tamed animals to stay in.

## Profession Information:

Taming & hunting doesn't have a specific Profession as you'd only need to set Melee, ranged combat and Tame Permissions to be able to initiate the job.
H0-9Trading

File:H0-9MerchantUI.png  After you managed to make self-sufficient colony, traders will come to you. They appear on edge of map and you'll be able to chose to trade with them or reject offer.

If you'll accept their offer, trading window will pop out. You'll see two tabs: one for selling items to trader, other for buying items.

You can sell any amount of any good you have in stock, and price won't change, but trader's supplies are limited. Anything you sell to the trader may be bought back at a higher price. Each trader generally has a unique weapon for a very high price (2000-20000 Ren) that has a very good attack bonus.

There is trading currency in-game, called Ren.
Fodder

Fodder

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

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

Fodder is (mostly) designated as food for tamed animals. You can set it up to be placed into food troughs using the Zones feature..

## How to Obtain

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

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

## How to Obtain

* **Berara Trees** will grow in random grass blocks on a new map in Taiga biomes and can grow new plants from mature trees.
* Berara Tree Seeds can be purchased from Traveling Merchants.
* They can be grown through Farming using the Forestry skill, and gathered using the Log skill.
* Spawning: -i item\_berara\_tree\_seed, ~ Note: The trees themselves cannot be spawned.
MainMenuContinue

The "Continue" button will only show up if there is a saved game in the save folders.
It will appear even if it's only an auto-save, such as the one that happens when you have started a new settlement or the midnight auto-save.

The continue option is normally used to pick up where you last played the last game that you were on.

To access a different save file, you need to use the "Load" button.
H0-9Basic Building/Room Tutorial

## Build Your Walls

 File:H0-9Build Your Wall.png
1. Press "J" or click "Jobs" on your toolbar
2. Click "Build" (Hammer Icon)
3. Click "Walls"
4. Select "<Material> Wall"
5. Click and drag to make walls like the example provided

## Build Your Roof

 File:H0-9Build Your Roof.png
1. Press "J" or click "Jobs" on your toolbar
2. Click "Build" (Hammer Icon)
3. Click "Roofs"
4. Select "<Material> Roof"
5. Use mousewheel to go UP 1 z-level above where you placed your walls
6. Hold the ALT Key and from corner to corner, click and drag to place your roof

## Build Your Floor

 File:H0-9Build Your Floor Ex3.png
1. Press "J" or click "Jobs" on your toolbar
2. Click "Build" (Hammer Icon)
3. Click "Floors"
4. Select "<Material> Floor"
5. Use mousewheel to return to the z-level where you placed the walls
6. From corner to corner inside the walls, click and drag to place your floor
7. Remember to include the the floor tile below where the door will be placed

## Build Your Door

 File:H0-9Build Your Door.png
* Press "J" or click "Jobs" on your toolbar
* Click "Build" (Hammer Icon)
* Click "Doors"
* Select "<Material> Door"
* Click to place the door(s) in the desire location

## End Results

 File:H0-9Build Your Ground Floor.png
 File:H0-9Screen Shot 2018-10-08 at 5.02.39 PM.png
If performed correctly, the ground floor and roof should look similar to the examples provided

Reference 1: End Results Ground Floor

* The z-level on which walls are built

Reference 2: End Results Roof

* 1 z-level above your ground floor

If you need to remove a wall, floor, or anything else, click the "Deconstruct" job and click the space you want to deconstruct, or click and drag to select an area.
EntityInfo

The "DRAG" icon at the top indicates that you can hold your middle mouse button down to drag the window to a new location.

This window personifies your settler.

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

There are 6 panels for the Entity Info window:

## Character Panel

The top left panel shows you the profession and name of the settler. You can click on the pencil icon to change the settler's name.

Below their name it shows their race, gender, relationship to your settlement, and any Status Effects that may be on them.

Below their status icons it show what task they are doing, or if they are Idle.

## Gear

Below that panel, you can see any buffs the character has from equip items and any natural buffs they may have.

There are 7 inventory slots: back, head, body, legs, feet, left hand, and right hand.

To the right of the gear panel shows the effects that their gear has on them.

Pem currently does Jab damage for 1 die 2 (1 die with 2 sides) worth of damage.

She has -11 to her cold tolerance, +1 to her Health regeneration (resting buff), +1 to resource finding (human),

## Skills

The bottom left panel has the settler's current skills levels, and shows which skills are active. You can click on the skill level to activate/deactivate the skill for that settler.

## Settler Statistics

The top middle has the settler's statistics.

## Carried Items

The bottom middle panel shows which items they are currently carrying.

## Settler Selection

The right panel allows you to change which settler you are looking at.
H0-9Building

File:H0-9Dragunnai's-Castle-on-a-mountain-island.png  Building Odd Realm structures involves gathering raw materials, Selecting Build in the Toolbar, then going through the blueprints for the walls, props, floors, roofs, doors, and lighting that you can create.

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

## Build Job:

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

## Room Information:

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

## Profession Information:

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

Harvesting is a job which enables your settlement to acquire various plants in your region. A settler with the Harvest permission enabled will initiate a Harvest job order and attempt to harvest designated plants.

The farmer profession has the perks needed to enable increased plant growth and increase the amount of resources from harvesting plants.

## Harvest Job

A settler with the Permissions set for 'Harvest' will be able to work on the Harvest job by manually designating plants to gather.
Beetroot

Raw Beetroot

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

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

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

## Recipes

 Roasted Beetroot | Cook | Camp Fire | Fresh Beetroot

## How to Obtain

* Beetroot plants will grow on random grass blocks during Spring in Taiga biomes.
* They can be purchased from Traveling Merchants either as seeds, or as a fresh item.
* They can be obtained in Dungeons or from bandits that attack your settlement.
* They can be grown through Farming using the Plant skill, and gathered using the Harvest skill.
* Spawning: -i item\_beetroot\_raw, -i item\_beetroot\_seed ~ Note: The plants themselves cannot be spawned.
JobFree

The Free job is used to release an entity trapped inside of a cage. The Free job uses the settler's Taming skill; the higher the skill, the more effective the settler will be performing this task.

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

The  Free job is the top right button.

To start a Free job, click on the tile that has the trapped entity you want to release. The task will be assigned to a settler with the appropriate skill when they are available.

When you move your cursor over a tile, a tool tip box will display showing the actions that you can take for that tile. You can also cancel a Job that has been placed by right clicking on the tile(s) the same way that you select them.

If you are not able to perform that action on the highlighted tile, the tool tip box will show it.

## Priority

If you want to increase the priority of the Free job, so that they perform it before or after other tasks, you have to change the importance of the job.

Selecting Priorities (Overlay menu on the left)
Priority Level 0
Priority Level 1
Priority Level 2
Without priority number
Without priority number
Without priority number

With priority number
With priority number
With priority number
 These jobs will not be performed by settlers.

To show or disable the priority number, click on the Job Priority Overlay button on the bottom left menu.

To show or disable the Job icon, click on the  Job Overlay button on the bottom left menu.

To set up a Job over an area, you can hold the left mouse button to select a range of tiles. The selected range will be outlined with white.

You can select an outline area by holding the CTRL key when you hold the left mouse button; only the outside tiles of the area will have the job set up.

Tips:

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

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

**Logging** is a job that allows your settlement to acquire wood from Trees. A settler with the Log permission enabled will initiate a Log job order and attempt to chop down a designated tree.

## Permissions

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

## Profession

The Forester profession is the preferred profession for chopping down trees, their perks are built to improve from working with Log and Forestry skills.
Coconut Brew

Coconut Brew

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

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

## How to Obtain

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

Raw Carrot

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

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

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

## Recipes

 Spring Stew | Cook | Kitchen | 1 Carrot, 1 Beetroot
 Summer Stew | Cook | Kitchen | 1 Carrot
 Fall Stew | Cook | Kitchen | 1 Carrot, 1 Potato
1 Pumpkin

## How to Obtain

* Carrot plants will grow on random grass blocks during Spring in Taiga biomes.
* They can be purchased from Traveling Merchants either as seeds, or as a fresh item.
* They can be obtained in Dungeons or from bandits that attack your settlement.
* They can be grown through Farming using the Plant skill, and gathered using the Harvest skill.
* Spawning: -i item\_carrot\_seed, -i item\_carrot\_raw ~ Note: Plants themselves cannot be spawned.
H0-9Tomek

Covered in stone scales, The tomek posses incredible toughness and have few natural predators. Unless threatened, they will rarely venture outside their subterranean homes. To this day, the location of their capital city, Fengold keep, is still unknown.

### **Perks:**

Stone skin: Tomek have a natural toughness of +5.

Deep rock dwellers: Tomek are expert miners and get a 5 point bonus to mining.

*Notes:*

* Coming Soon!

```
Entity ID: **entity\_tomek**

```
Lopen

Raw Lopen Meat

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

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

### Lopen Remains

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

* Lopen Hide
* Lopen Meat
* Bones

### Lopen Hide

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

### Lopen Meat

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

1 Wheat Flour
1 Rice

### How to obtain:

#### Butcher

Lopen Hides and Lopen Meat can be obtained when using the Butcher job on Lopen Remains.
The Hide can then be made into Light Leather in a Tannery.

#### Purchase:

Merchants can sell the meat, hides, and leather.

#### Shephard:

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

#### Discovery

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

#### Spawning

Spawning: -e entity\_lopen , -i item\_lopen\_hide , -i item\_lopen\_meat\_raw
Celery

Raw Celery

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

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

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

## Recipes

 Boiled Celery | Cook | Distillery | 1 Celery

## How to Obtain

* Celery plants will grow on random grass blocks during Spring in Taiga biomes.
* They can be purchased from Traveling Merchants either as seeds, or as a fresh item.
* They can be obtained in Dungeons or from bandits that attack your settlement.
* They can be grown through Farming using the Plant skill, and gathered using the Harvest skill.
* Spawning: -i item\_celery\_seed, -i item\_celery\_raw ~ Note: Plants themselves cannot be spawned.
H0-9Immortality Tomb

File:H0-9Immortalitytombplacement.png

Ancients makes use of the Immortality Tomb instead of the Bedroom as Masters of the Void they do not need the wants of the flesh but require ample time to meditate in order to regain energy, fortify their state of being and meditate for prosperity.

3 Immortality Tomb cells will fit 1 Ancient.

### Current list of Immortality Tomb Mechanics:

1. When Ancients are out of energy and have no tomb, they will get Void Sickness and slowly die.
2. Each passing meditation regains 500 energy to an Ancient.

**The Immortality Tomb has the following Prop requirements:** The following Props can be built by accessing the Build menu on the HUD and looking for the furniture on the Props filter.

* 1x Voidweave Sarcophagus
* 1x Void Cell

Notes:

* The Voidweave Sarcophagus can be built by accessing the Build menu on the HUD and looking for the Bed on the Props filter.
* Assigned and Unassigned Ancients will use any unassigned Tomb nearest to them when they have 0 energy.
Apple Pie

Apple Pie

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

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

## How to Obtain

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

File:H0-9Cookingpicture.png
Cooking in Odd Realm involves Work Stations to be able to serve cooked food, Currently there are two Cooking stations that can serve food and one that makes beverages. Cooking is initiated by designating a Kitchen, a Campfire or a Distillery.

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

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

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

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

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

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

## Cook Job:

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

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

## Room Information:

 File:H0-9Kitchenbutton.png   File:H0-9Campfirebutton.png   File:H0-9Distillerybutton.png   File:H0-9Tavernbutton.png
The Kitchen room, Campfire room, Distillery room are the three rooms that you can cook food and brew drinks, the rooms have the list of food that you can cook.

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

## Profession Information:

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

"Dungeons" are events any sub-terrain event that takes place through discovery.
When you are mining down through the Z-layers and find a Cavern filled with Iron, or find a tomb that has Ancients or other entities, those would be dungeons.

This page need a lot of updating, this is a basic outline of things to find:

## Ore Events

Finding a cavern with ore and/or gems would be considered an Ore Event.

## Entity Events

Finding buried areas that have Ancients, Nequhtli, Tomek, or other entities that are still alive would be considered an Entity Event.
Fledgling Aeternum

A special head piece for magic users.

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

Fledgling Aeternum
1
3
Arcane Dust
Iron Ore
Arcane Dust
Iron Ore
Cresis

**Cresis** is a currently considered a weed as it has no purpose other than to grow more seeds and produce Plant Fiber. You can obtain both by harvesting mature Cresis plants.

## How to Obtain

* Cresis plants will grow on random grass blocks during Spring in Voidlands and Taiga biomes.
* They can be purchased from Traveling Merchants either as seeds/spores, or as a fresh item.
* They can be grown through Farming using the Plant skill, and gathered using the Harvest skill.
* They can be found inside of dungeons or off of bandits.
* They can also be "purchased" when starting a new settlement using the "Custom" option.
* Spawning: -i item\_cresis\_seed
Linen Hat

Linen head covering for weather

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

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

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

Linen Hat
H0-9Foundry

File:H0-9Foundryplacement.png

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

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

### Permissions Needed:

* Blacksmith

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

**The Foundry has the ff. Prop requirements:**

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

* 1x Stone Furnace
* 1x Cabinet
* 1x Wood Stool
Chickweed

**Chickweed** is a currently considered a weed as it has no purpose other than to grow more seeds and produce Plant Fiber. You can obtain both by harvesting mature Chickweed plants.

## How to Obtain

* Chickweed plants will grow on random grass blocks during Spring in Voidlands and Taiga biomes.
* They can be purchased from Traveling Merchants either as seeds.
* They can be grown through Farming using the Plant skill, and gathered using the Harvest skill.
* They can be found inside of dungeons or off of bandits.
* They can also be "purchased" when starting a new settlement using the "Custom" option.
* Spawning: -i item\_chickweed\_seed ~ Note: Plants themselves cannot be spawned.
Large Crabgrass

**Large Crabgrass** is a currently considered a weed as it has no purpose other than to grow more seeds and produce Plant Fiber. You can obtain both by harvesting mature Large Crabgrass plants.

## How to Obtain

* Large Crabgrass plants will grow on random grass blocks during Spring in Voidlands and Taiga biomes.
* They can be purchased from Traveling Merchants either as seeds/spores, or as a fresh item.
* They can be grown through Farming using the Plant skill, and gathered using the Harvest skill.
* They can be found inside of dungeons or off of bandits.
* They can also be "purchased" when starting a new settlement using the "Custom" option.
* Spawning: -i item\_large\_crabgrass\_seed
Blackberry

Raw Blackberry

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

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

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

## Recipes

 Blackberry Wine | Cook | Distillery | 3 Blackberry
1 Water (unpurified)

## How to Obtain

* Blackberry plants will grow on random grass blocks during Spring in Taiga biomes.
* They can be purchased from Traveling Merchants either as seeds, or as a fresh item.
* They can be obtained in Dungeons or from bandits that attack your settlement.
* They can be grown through Farming using the Plant skill, and gathered using the Harvest skill.
* Spawning: -i item\_blackberry\_raw, -i item\_blackberry\_seed ~ Note: The plants themselves cannot be spawned.
H0-9Human

Living in small communities since the Fracture, humans have only recently started to re-form their once great kingdoms. Experts at settling in any environment and having exceptional diplomatic skills, The human race has excelled in the age of settlement.

### **Perks:**

Resourceful: Humans naturally find more resources.

*Notes:*

* Humans procreate fast when couples share a bedroom together. They can easily get to max population in a year or two when you prepare for the population boom and make sure that every couple gets a room.

```
Entity ID: **entity\_human**

```
H0-9Lopen

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

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

### Lopen Remains

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

* Lopen Hide
* Lopen Meat
* Bones

### Lopen Hide

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

### Lopen Meat

**Lopen Meat** is a Raw Food obtained by using the Butcher job on H0-9Lopen Remains.

1 Wheat Flour
1 Rice

### How to obtain:

#### Butcher

Lopen Hides and Lopen Meat can be obtained when using the Butcher job on Lopen Remains.
The Hide can then be made into Light Leather in a Tannery.

#### Purchase:

Merchants can sell the meat, hides, and leather.

#### Shephard:

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

#### Discovery

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

#### Spawning

Spawning: -e entity\_lopen , -i item\_lopen\_hide , -i item\_lopen\_meat\_raw
H0-9Gwdir

Master crafters, the gwdir produce the most advanced tools, clothing, and weapons. Unlike humans, their symbiotic relationship with nature has allowed them to easily collect resources from their surroundings without destroying them in the process.

### Perks:

 File:H0-9Leaf15.png
**One with Nature:** gwdir are able to harvest resources from plants and trees without destroying them.

 File:H0-9Hammer15.png
**Expert Craftsmen:** gwdir start with a 5 point bonus to stone work, carpentry and blacksmithing

```
Entity ID: **entity\_gwdir**

```
Broccoli

Raw Broccoli

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

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

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

## Recipes

 Boiled Broccoli | Cook | Camp Fire | 1 Broccoli

## How to Obtain

* Broccoli plants will grow on random grass blocks during Spring in Taiga biomes.
* They can be purchased from Traveling Merchants either as seeds, or as a fresh item.
* They can be obtained in Dungeons or from bandits that attack your settlement.
* They can be grown through Farming using the Plant skill, and gathered using the Harvest skill.
H0-9Entity Info Window

File:H0-9EntityInfoWindow.png   File:H0-9EntityInfoWindowPanels.png
This Window contains personifies your settler, you can change the name of a settler, profession, permissions, equipment of the settler in this window.

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

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

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

## Enumerated Entity Information window:

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

## Panel Information:

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

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

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

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

Mage Profession Icon

A profession specialized at fighting with magic. Gifted in illusion and focus on battle, the Mages' unpredictable movements, mastery of reality and offensive magic makes them nimble enough that no mortal can touch them while striking with fatal magical effects.

## **Skills**

 Syphon from the void
 Phase shift I
 Phase shift II
 Phase shift III
 Death denier
Forest Emerald

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

### How to obtain:

#### Mining

It can be obtained when using the Mining job.

#### Recruit:

It can be acquired from settlers that join you.

#### Discovery

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

File:H0-9Fishingtoil.png
Fishing allows your settlers to catch fish. The job provides your settlement with ample amounts of food during the mid to late game stages when your settlers with the Fisherman profession is leveled high enough to make them catch fish faster.

Early on, your Settlers probably won't catch much fish. It's very easy to scare fish away when your Settler has poor equipment and/or a low Fishing Skill. Don't worry, though! Your Fishing Skill will increase even when nothing is caught. So, as they are fishing, they will level up and get better at catching fish.

Additionally, keep an eye on where you assign Fishing Job points. If there are no fish in the area, your attempts will be in vain as no fish will even be attracted to that point.

## How to initiate fishing:

To have your Settler utilize the Fishing Skill, they'll first need these three things:

1. A Fishing rod equipped.
2. The Fishing Skill toggled on.
3. A Fishing Job point designated.

#### **Getting a Fishing Rod and Equipping It**

You can build the Wood Two-Handed Fishing Pole with 2 Wood Logs, and 1 Plant Fiber. Wood Log is acquired from cutting down trees and Plant Fiber is acquired from cutting various weeds. With these two items, you can then use the Work Shop to make the rod. Note: You'll need someone with the Woodwork Skill toggled on to do this.

Open up the Entity Info Window for the Settler that you want to be your Fisherman. There is a tab with a gold chest on it that says Inventory. In here, it will list all the items that can be equipped. Find your Fishing Rod and drag it onto one of the hand slots of the Settler's equipment.

#### **Toggling the Fishing Skill On**

Again, from the Entity Info Window, you'll see a row of skills at the top. Navigate to the Fishing Skill and make sure it is on and highlighted by a light-beige border. The Fisherman Class will have this on by default.

#### **Assigning a Fishing Job Point**

Open up the Job Menu (J) and select the Fishing button. This will show a grid of permitted areas to fish from. You can only fish from points adjacent to water. Select which points you'd like Settlers to fish at.

Notes:

* Due to how fish spawns in the game, fishing may not be suitable at a Tropical Biome as the Water tiles that surrounds the Tropical Biome scatters the fishes too much and fishermen may not be able to gather as much fish as a pond or a river in other Biomes.

## Craft Job:

A settler with Permissions set for Fishing will be able to work on Fish jobs by manually designating areas to fish.

## Room Information:

Currently the fishing job doesn't have a particular room that incorporates the job.

## Profession Information:

 File:H0-9Fisherman.png  The Fisherman profession is the profession for toiling fishing jobs, settlers will not work on fishing jobs without setting the fisherman profession first.
H0-9Blueprints

* Void Shard -  Wood Logs x5 or  Stone Chunks x10 or Dirt Clod x15 or Plant Fiber x15 or Rotten Food x25 - Transmutation Chamber
* Void Crystal - Void Shards x10 - Retrograde Arcanum

### Gear

* Wool Coat
* Wool Pants
* Stoneleaf Boots
* Stoneleaf Cap
* Cloth Vest
* Cloth Hat
* Cloth Leggings
* Cloth Boots
* Bronze Breastplate
* Bronze Helmet
* Bronze Leggings
* Bronze Boots
* Iron Breastplate
* Iron Helmet
* Iron Leggings
* Iron Boots
* Steel Breastplate
* Steel Helmet
* Steel Leggings
* Steel Boots
* Rutile Breastplate
* Rutile Helmet
* Rutile Leggings
* Rutile Boots

### Trees

* Oak Tree - Oak Tree Seed x1
* Palm Tree - Palm Tree Seed x1
* Berara Tree - Berara Tree Seed x1
* Nila Tree - Nila Tree Seed x1

### Meals

* Boiled Celery
* Boiled Beetroot
* Roasted Boletus Mushroom
* Roasted Blood Crown Mushroom
* Roasted Bronze Cap Mushroom
* Roasted Carrot
* Roasted Pumpkin
* Roasted Zucchini
* Roasted Cauliflower
* Roasted Broccoli
* Roasted Tomato
* Roasted Cabbage
* Roasted Sweet Potato
* Roasted Potato
* Roasted Corn
* Boiled Wheat
* Steamed Rice
* Boiled Egg
* Roasted Sweet Root
* Roasted Sand Shrimp Meat
* Roasted Chi Chi Meat
* Roasted Dolma Meat
* Roasted Night Ghost Meat
* Roasted Kotha Meat
* Roasted Gnarl Tooth Meat
* Roasted Mud Cat Meat
* Roasted Kelp Witch Meat
* Roasted Chicken Meat
* Roasted Cow Meat
* Roasted Chirpen Meat
* Roasted Squeaken Meat
* Roasted Traelik Meat
* Roasted Vytrax Meat
* Roasted Lopen Meat
* Roasted Mirmit Meat
* Roasted Crab Meat