recursal/Fanatic-Fandom huggingface dataset:
JobLog

The Log job is used to cut down trees and fallen logs to create wood chunks as a crafting resource, and remove trees from an area.

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

The *Log* button is the second one from the top left.

To start a Logging job, click on the tile that you want settlers to remove. 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 Logging 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 Logging it is important to note that you do not have to clear every tile of a tree; if you cut it down at the roots, it will cut down the whole tree..
Laborer

Laborer Profession Icon

The Laborer is one of the most handy professions of all; a jack of all trades, yet master of none.

Contrary to its initial implementation, a Laborer only gains experience by carrying items.

## **Skills**

 Doin' Stuff
 Carryin' Stuff
 Gettin' Stuff
 Breakin' Stuff
 Liftin' Stuff

## Trivia

* The Laborer profession was designed by community member and moderator Xan, marking the first of many collaborative efforts between the developer and him.
Inventory Overlay

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

The default view is to show all items your settlement owns. There is a scroll bar on the right to see the rest of the items.

The series of buttons at the top filter to only see items in that category:

* Resources
* Raw Food
* Cooked Food
* Seeds, Garbage
* Refined Materials
* Tools
* Gear
* Beverages
* Remains

To the left of the item, it shows you how many of that item you have.

Clicking on the T will track the item by adding it to the settlement overview window in the top middle after the Ren. The Tracking HUD does not expand when it's filled; instead, you scroll the mouse wheel to move what is shown from left to right.

Clicking on the red X allows you to delete a given amount of the item.
H0-9Crafting

File:H0-9Workshopworkstation.png  Crafting in Odd Realm revolves around Work stations, these are initiated by designating a Room. The types of items you can craft depends on the Work station.

Crafting 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 craft tools, gears and materials on them.**

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

* The Workshop - allows crafting of items made from wood and stone.
* The Foundry - allows refining of ores into ingots.
* The Smithy - allows crafting of gears and tools made from ingots.

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

Work stations can issue Orders (can increment by 5 by pressing shift) and an auto job issue with a max order limit of 50. If the settlement acquires the requirements needed to craft an item, a settler with the correct permission will go the room appropriate for the order and start making the item.

## Tools & Gear Quality:

Ensuring that the settlement has a dedicated worker for the job will enable the worker to craft gears and tools with higher quality than Ordinary.

Adding Room quality factors into item quality, make sure to add more props into your workshop room to increase the quality of the item being crafted on that room.

A level 6 Blacksmith can create "Excellent" quality equipment and a level 8 Blacksmith can create "Superior" quality equipment based on their Profession's Perks.

H0-9Superiorbow.pngH0-9Excellentbreastplate.png
## Craft Job:

A settler with Permissions set for Woodwork, Stonework, Metalwork will be able to work on crafting jobs by ordering an item to craft at the Work station window and issuing the number of orders or auto-job order.

## Room Information:

 File:H0-9workshopbutton.png
 File:H0-9foundrybutton.png   File:H0-9smithybutton.png   The crafting job utilizes Work Stations, currently the Workshop, Foundry and Smithy rooms enable the settlement to craft items.

## Profession Information:

 File:H0-9Carpenter.png
 File:H0-9Stonemason.png
 File:H0-9Blacksmith.png
The Carpenter, Stonemason and Blacksmith professions are the ones able to process orders from their respective Work Stations their perks depend on the type of material they make and the order they will process.
BETAOdd Realm Wiki

## Welcome to the \*BETA\* Odd Realm Wiki

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

This section is designed to showcase any changes in the BETA production version of the game. It can have pages that have had features and systems that have been changes since they were updated here. The main sections may have dead links; this is intentional to show that they haven't been updated, or haven't needed updating from the current stable version of the game, which will have a link marked as "original" next to the dead link.

You can check out and buy the game on the Odd Realm website, on Steam, or from itch.io.

Join the Odd Realm Community using one of the links at the bottom of the page!

## **Quick Help**

* Odd Realm Help and F.A.Q of Odd
* Basic Building/Room Tutorial
* BETA v0.10.0.16 How to play Video Guide by @ThomasSanjurjo

## **Welcome to Odd Realm (Work in Progress)**

These tidbits of information will help you get familiar with Odd Realm, and maybe even teach you a trick or two.

## **Living in the Realm of Odd (Work in Progress)**

Here's the information you may need for your settler's to live their best life.

## **Odd Realm Community**

* Odd Realm Website *Where the settlers hang out when they aren't living the hard life.*
* Steam store page and Steam Discussions *This is the settler's sauna.*
* Itch.io page *Fortunately, there isn't any "itch" status ... yet.*
* Discord Invite *Interact with Odd friends and family..*
* Reddit, *and looked for a video instead.*
* Dev's Twitter *Keep up with Odd Realm's developer.*
* Donate to Odd Realm *Give Odd Realm some love!*
* Patreon donations Give and get love for Odd Realm!
* Community Suggestions Document *View what others have suggested for Odd Realm.*
* Trello Board *Priority bugs and feature task list.*
* Wiki Rules and Blocking Policy *Fandom requested dislaimer to cover their backsides and ours.*
* Formatting: Guidelines and tutorial for wiki editing. Only has Infobox tutorial for now.

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

```

```
Modding:
These Mod materials have been provided by community Discord users:
Modding tutorial (created by Mantic Marskman#1749)
Odd Realm Mod Patcher on GitHub from kd8lvt
Modding Index to make sure mods will not conflict with existing mods

```

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

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

## Wiki Activity

Recent Changes

Social Activity

New Files
H0-9Owl

Owls 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.

Owl will spawn on the map through Events. A notice will appear saying that Owl 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.

### Owl Remains

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

* Owl Meat
* Bones

### Owl Meat

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

### How to obtain:

#### Butcher

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

#### Shephard:

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

#### Discovery

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

#### Spawning

Spawning: -e entity\_Owl , -i item\_Owl\_hide , -i item\_Owl\_meat\_raw
H0-9Sheep

Sheep 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.

Once per day a Sheep has a random chance to drop a tuft of Wool, which can be used to craft various things at the Clothier room.

Sheep will spawn on the map through Events. A notice will appear saying that Sheep 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.

### Sheep Remains

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

* Sheep Meat
* Wool
* Bones

### Sheep Meat

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

### Wool

**Wool** is a Resource obtained by using the Butcher job on Sheep Remains or as a possible daily drop from Sheep. It can be converted to Wool Cloth using the Clothwork skill inside of a Clothier shop.

### How to obtain:

#### Butcher

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

#### Shephard:

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

#### Discovery

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

#### Spawning

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

#### Trivia

* Wool and Wool items were added to the game well before Sheep were implemented.
Felix

**Felix** 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 Felix plants.

## How to Obtain

* Felix 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\_felix\_seed
Dominator Aeternum

A special head piece for magic users.

The Dominator 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.

Dominator Aeternum
1
1
Arcane Dust
Forest Emerald
Arcane Dust
Forest Emerald
Control Groups

Control groups are displayed in the top right corner under the Overlay menu. If there are no Control Groups, it will give the option to create one by clicking on "Create Group."

Control groups allows have two general functions:

* Location (Create Marker)
* Group (Create Group)

Clicking on the red X on the right side of a Control Group will delete it.

## Location

To save a location:

1. Move your screen where you want to save (saved location is the middle of the screen).
2. Make sure you do not currently have anything selected.
3. Hold the Ctrl key and press a number 1 through 0 or click on "Mark Location"(It will save it as the next available number)
	* It will overwrite an existing group/location if one existed with that number.
	* It will display the X,Y,X location of the Marked location next to it's number.
4. If you click the Marked location's number, or click on a Marked location in the Control Group section, it will take you to that location.

## Group

To save a group of settlers:

1. Select the Entity(s) you want in a group.
2. Hold Ctrl and press a number from 0 - 9 on your keyboard, or click "Create Group" (It will save it as the next available number).#\*It will overwrite an existing group/location if one existed with that number.
	* It will display "Group" with the number of entities in the group.
3. If you click on the Control Group's number, or click on the group in the Control Group section, it will select that group.
	* Double clicking will take you to that group's location (approximately depending on if the group is spread out).

## Modifying a Control Group

### Adding to an existing group

1. Select an entity not already in the group.
2. Press SHIFT+Alpha#. This will add to the previously assigned group for that number.

### Control Group Settings

Right click the Group you want to edit (Locations cannot be modified).
The Control Group Settings has the icon indicating it can be moved with the middle mouse button.
Under the box heading, there is a dialog box that lets you name the Group, which will display in the Control Group menu on the right.
You can select a profession that you want to have automatically added to the Control Group when an entity's profession is changed to it.
Under the profession selection, you can remove someone from the group by clicking the red X to the right of their name.

## Overwrite a Control Group

1. Select an entity or location as described above.
2. Press CTRL+Alpha#. This will replace the existing Control Group information.

Notes:

* Control groups were introduced on Patch v0.7.0.8
Chicken

Raw Chicken Meat

Chicken 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.

Chickens may also lay an **Egg** a day as well.

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

### Chicken Remains

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

* Chicken Meat
* Bones

### Chicken Meat

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

## Merchant

### Selling

6

**Egg** is a Raw Food obtained from **Chickens** laying them about once a day.

1 Potato
1 Wheat Bread

### How to obtain:

#### Butcher

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

#### Shephard:

A Shepherd can tame and raise Chicken for you to Butcher or raise them to lay eggs.

#### Discovery

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

#### Spawning

Spawning: -e entity\_chicken , -i item\_Chicken\_meat\_raw, -i item\_egg\_raw
Roasted Snoot Meat

Roasted Snoot Meat

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

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

## How to Obtain

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

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

## How to Obtain

* Burclover 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\_burclover\_seed
Entities

There are several species that live in Odd Realm. There are five(5) species we will have the ability to control as settlers. There are two(2) that we can summon into Odd Realm to help support our settlements. There are several creatures we can have as pets and livestock in our settlements.
There are others that ... well, they do not take kindly to sharing their territory.

## Playable Races

* Ancient
* Human
* Ardyn

### Missing Content:

The following races are planned as playable, but are not at present.

* Gwdir
* Tomek

## Animals

These animals can be tamed and become part of our settlements. Tamed animals can be put into an Animal Enclosure to be used as livestock, or they can be left free to roam the map. They will naturally reproduce if they have a mating pair.

* Cat
* Chicken
* Chirpen
* Cow
* Crab
* Deer
* Dog
* Gully
* Lopen
* Mirmit
* Owl
* Rabbit
* Rat
* Nightwing
* Sheep
* Snoot
* Squeaken
* Traelik
* Vytrax

## Enemies

These are the entities of Odd Realm that feel that we have invaded their realm. They are usually found in under grounds as we dig our mines deeper to find more valuable minerals. Stay near the surface, and you are less likely to encounter them.

* Faceless
* Loth Loth
* Nequhtli
* Shimmer
* Stradken

### Formidable Enemies

These creatures are stronger than any normal entity in Odd Realm could naturally be. Beware should you come across them.

* Dweller
* Koosh Kasheen
* Setha
* Tamtallen

## Summoned Creatures

The Ancients are able to summon these creatures from the Void to have them help with their settlement.

* Void Imp
* Void Woken

## Gods:

Not much is known about the gods as their only mention was Sleipnir saying these were all of the non-gods.
Ancient

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

## Gameplay Summary

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

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

## Lore

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

Unworthy Ancients can be encountered similarly to human settler waves.

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

## References

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

## Laborer

Laborer Profession Icon

The Laborer is one of the most handy professions of all; a jack of all trades, yet master of none.

Contrary to its initial implementation, a Laborer only gains experience by carrying items.

## **Skills**

 Doin' Stuff
 Carryin' Stuff
 Gettin' Stuff
 Breakin' Stuff
 Liftin' Stuff

## Trivia

* The Laborer profession was designed by community member and moderator Xan, marking the first of many collaborative efforts between the developer and him.
H0-9Vegetation

The different types of vegetation of Odd Realm can have different uses. They range from food, and crafting materials, to raw resources and decoration.

## Crops

### Food

* Beetroot Seed
* Blackberry Seed
* Broccoli Seed
* Cabbage Seed
* Carrot Seed
* Cauliflower Seed
* Celery Seed
* Cherry Corn Seed
* Corn Seed
* Elderberry Seed
* Gooseberry Seed
* Ice Root Seed
* Melon Seed
* Onion Seed
* Pineapple Seed
* Potato Seed
* Pumpkin Seed
* Rice Seed
* Sweet Potato Seed
* Sweet Root Seed
* Tomato Seed
* Wheat Seed
* Zucchini Seed
* Skyberry Seed

### Fungus

* Blood Crown Mushroom Spores
* Boletus Mushroom Spores
* Bronze Cap Mushroom Spores

## Trees

Trees are the source of wood in the world of Odd, planted and harvested for carpentry and construction. All tree seeds can be planted on any Biome and grows in all seasons.

## Weeds

* Agave Seed
* Buckhorn Seed
* Burclover Seed
* Chickweed Seed
* Cholla Seed
* Chongo Seed
* Cresis Seed
* Dax Web Seed
* Dragon Fern Seed
* Felix Seed
* Glow Light Seed
* Goose Grass Seed
* Green Thumb Seed
* Hook Thorn Seed
* Lady Harp Seed
* Large Crabgrass Seed
* Lirium Seed
* Night Sleep Seed
* Prickly Bear Seed
* Rhodo Seed
* Sacaton Grass Seed
* Sandbur Seed
* Sendalo Seed
* Shadow Fern Seed
* Sikari Seed
* Staghorn Seed
* Temba Seed
* Twilight Seed
* Viola Seed
* Weep Wisp Seed
* Yellow Gale Seed
H0-9Ore Generation

## **Definitions**

Helpful definitions to the terms used during ore generation.

* **block\_type** - ID is given to a block. Ex. Copper is block\_type 10.
* **target\_block\_type** - During ore generation, ore will spawn at the target\_block\_type. Ex. Copper will spawn in the dirt, sand, kalite, ridgestone, sandstone, and voidstone.
* **Spawn Rate** - During ore generation, there is a random roll to determine if an ore will spawn. If a particular ore passes the roll check, it will spawn.
* **z-Level Min** - Minimum z-Level on a map where an ore will spawn.
* **z-Level Max** - Maximum z-Level on a map where an ore will spawn.
* Ore Density - Number of times the loop will run during the ore generation step.

## Methodology

Logic steps to determine ore generation.

1. Ore generation only occurs post world generation.
2. Ore Density starts at 600 and counts down for every successful loop. When ore density reaches 0, ore generation ends.
3. For every loop, each line in the Spawn Table gets a random roll against their Spawn Rate. The roll is from 0 - 1000. If the spawn rate is matched or higher, the ore will spawn.
4. If the ore passes the roll check, ore will spawn at random between their z-Level Min and z-Level Max AND specifically spawning at the target\_block\_type.
	* Example: Line 1 in the spawn table is Copper (block\_type 10). If during the ore generation loop copper passes the roll check against its spawn rate of 400, copper will randomly spawn between z-Level 31 and z-Level 55 and spawn in a patch of Dirt (target\_block\_type 1).
H0-9Toolbar

File:H0-9Toolbardesginations.png   File:H0-9ToolbarSettlerdesginations.png   File:H0-9Toolbarbuilddesignations.png
The toolbar is where a settlement initiates orders and issues. it has different uses depending on which or what is currently highlighted or selected.

The default toolbar displays the game menus, layer and zoom controls, while selecting a settler will add additional buttons for settler issue controls.

List of Default toolbar controls:

1. Toggle toolbar - toggles/cancels usage of toolbar/last used button.
2. Jobs - Contains the Job menu for settlers to work on.
3. Build - Menu for things that settlers will be able to build (walls, props, floors, roofs, doors, and lightning).
4. Plant - Enable your settlement to plant crops.
5. Zones - Allows designating of areas for your settlers to place items on.
6. Rooms - Lets your settlement afford the services and comforts of room amenities.
7. Utilities - Door locking and Aesthetic functions for your settlement.
8. Lock/Unlock settler select - Enable prioritizing selection of Settlers and get highlighted and selected if hovered on when using functions of the toolbar.
9. Enable Multi/Same layer select - Enable selecting on same or multi layers.
10. Show secondary info - Mainly used for checking item counts on ground and Container capacity.
11. Zoom Out - Farther view of game screen.
12. Current Zoom - current view.
13. Zoom In - Closer view of game screen.

List of Settler toolbar controls:

1. Issue stop order - Commands selected settler/s to halt and stop whatever it is doing.
2. Issue hold position order - Commands selected settler/s to hold current position.
3. Issue tame order - Commands selected settler/s to tame a tamable animal if tame permission is set.
4. Issue attack order - Commands selected settler/s to attack enemy if Fighting permissions are set.
5. Character Info - Shows the selected Entity's Character Information window.

List of Build toolbar controls:

1. Enable Fill/Border select - Allows choosing inside of selection.
2. Enable Midair/Platform only select - Allows building items on midair(tiles without blocks) or not.

Notes:
Linen Leggings

Linen leg covering for weather

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

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

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

Linen Boots
Lady Harp

**Lady Harp** 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 Lady Harp plants.

## How to Obtain

* Lady Harp 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\_lady\_harp\_seed
Blackberry Wine

Blackberry Wine

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

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

## How to Obtain

* Distillery as stated above.
* It can be purchased from Traveling Merchants.
* It can be obtained in Dungeons or from bandits that attack your settlement.
* Spawning: -i item\_blackberry\_wine
Basic Building/Room Tutorial

## Build Your Walls

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

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

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

* 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

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.
Playable Races

There are 5 playable races in Odd Realm. Currently only the Humans and Ancients are available for playing, the rest will be implemented at a later date as Early Access goes.

## Human

"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.

## Ancient

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

**Perks:**

* Attuned to the void: All ancients start with the void adept skill.

## Ardyn

"Combining void energy and the energy of the living, The ardyn have mastered the art of summoning weapons and creatures of an unknown origin. Their cities, too, are crafted with this dark practice, giving them beautiful and overly-intricate designs."

**Perks:**

* Drain: Ardyn can drain energy from living creatures to summon items and structures.

## Gwdir

"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 it in the process."

**Perks:**

* One with nature: Gwdir are able to harvest resources from plants and trees without destroying them.
* Expert craftsmen: Gwdir start with a 5 point bonus to stonework, carpentry, and blacksmithing.

## Tomek

"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.
Chongo

**Chongo** 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 Chongo plants.

## How to Obtain

* Chongo 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\_chongo\_seed
BETA Version History

This page is dedicated to the current BETA version of the game. For previous versions of the game: Current Live Version, Version 0.10.X, Version 0.9.X, Version 0.8.X, Version 0.7.X, and Version 0.6.X.

**0.11.0.20**
* Content: Study Artifact job in Library. Studying artifacts can unlock new blueprints and bits of lore.
* Content: Several new blueprints and items related to artifact studying.
* Content: Trinket item type.
* Content: Several artifact items to discover in the world.
* Content: Added stealth thief event that steals Ren.
* Content: Added stealth kidnapper event that steals children.
* Feature: Tags can now be searched to filter item lists. i.e., typing 'can' will list items that 'can be studied'.
* Feature: Unlocked research now appears in a popup to show what has been added to the player's repository of blueprints and rooms.
* Bug Fix: Rare/Epic/Legendary items were not spawning in dungeons correctly.
* Tuning: The survival skill can no longer be disabled.
* Tuning: Generated Ardyn settlements now use Ardyn props and platforms.
H0-9Entities

There are several species that live in Odd Realm. There are five(5) species we will have the ability to control as settlers. There are two(2) that we can summon into Odd Realm to help support our settlements. There are several creatures we can have as pets and livestock in our settlements.
There are others that ... well, they do not take kindly to sharing their territory.

## Playable Races

* Ancient
* Human

### Missing Content:

The following races are planned as playable, but are not at present.

* Ardyn Currently planned to become available during version 0.11.X
* Gwdir
* Tomek

## Animals

These animals can be tamed and become part of our settlements. Tamed animals can be put into an Animal Enclosure to be used as livestock, or they can be left free to roam the map. They will naturally reproduce if they have a mating pair.

* Cat
* Chicken
* Chirpen
* Cow
* Crab
* Deer
* Dog
* Gully
* Lopen
* Mirmit
* Owl
* Rabbit
* Rat
* Nightwing
* Sheep
* Snoot
* Squeaken
* Traelik
* Vytrax

## Enemies

These are the entities of Odd Realm that feel that we have invaded their realm. They are usually found in under grounds as we dig our mines deeper to find more valuable minerals. Stay near the surface, and you are less likely to encounter them.

* Faceless
* Loth Loth
* Nequhtli
* Shimmer
* Stradken

### Formidable Enemies

These creatures are stronger than any normal entity in Odd Realm could naturally be. Beware should you come across them.

* Dweller
* Koosh Kasheen
* Setha
* Tamtallen

## Summoned Creatures

The Ancients are able to summon these creatures from the Void to have them help with their settlement.

* Void Imp
* Void Woken

## Gods:

Not much is known about the gods as their only mention was Sleipnir saying these were all of the non-gods.
Immortality Tomb

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 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 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.
Clay Brick

**Clay Bricks** are a Refined Material created using 2 Dirt Clod and 1 Water (Unpurified) to create 3 **Clay Bricks** with a Foundry. Items that require Clay Bricks to be made require the Stonework skill.

### How to obtain:

#### Mining:

Dirt Clod can be found mining and Water (Unpurified) is a obtained through a Well or using the Collect Water job.

#### Purchase:

Merchants can sell them; this includes the Custom Start.

#### Recruit:

They can be acquired from settlers that join you.

#### Discovery

They can be found in a Dungeon that you discover underground.
H0-9Crab

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

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

### Crab Remains

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

* Crab Meat
* Bones

### Crab Meat

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

### How to obtain:

#### Butcher

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

#### Shephard:

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

#### Discovery

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

#### Spawning

Spawning: -e entity\_crab , -i item\_crab\_meat\_raw
Deer

Raw Deer Meat

Deer 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.

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

### Deer Remains

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

* Deer Hide
* Deer Meat
* Bones

### Deer Hide

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

### Deer Meat

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

### How to obtain:

#### Butcher

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

#### Discovery

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

#### Spawning

Spawning: -e entity\_deer , -i item\_deer\_hide , -i item\_deer\_meat\_raw
Cow

Raw Cow Meat

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

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

### Cow Remains

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

* Cow Hide
* Cow Meat
* Bones

### Cow Hide

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

### Cow Meat

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

1 Wheat Flour
1 Rice

## Merchant

### Selling

10

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

1 Wheat Flour
1 Wheat Flour

### How to obtain:

#### Butcher

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

#### Purchase:

Merchants can sell the meat, hides, and leather.

#### Shephard:

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

#### Discovery

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

#### Spawning

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

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:

   The Fisherman profession is the profession for toiling fishing jobs, settlers will not work on fishing jobs without setting the fisherman profession first.
Apple Cider

Apple Cider

**Apple Cider** 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\_apple\_cider
H0-9Overworld Map

The Overworld Map determines the location of the settlement within the Odd Realm.

As of v7.0.15 you can now initiate travelling on the Overworld Map. Random Events will occur when travelling here's a breakdown for how travel on the overworld map works:
1. With the overworld map open, click 'migrate'.
2. Select which settlers you'd like to take with you.
3. Select which items you'd like to bring with you. Anything that is not cooked/raw food will be considered a resource.
4. Select a location on the map to migrate to.
5. Click 'start migration'.

Journeying
As a party moves across the overworld map, they'll use resources and food to survive. Each settler will use 1 food item each tile. If no food is available, they'll start to eat animals. If no animals are available, they will start to starve to death. Additionally, there are events that may occur as the settlers go across the map. These range from bandit ambushes to finding supplies to settlers falling overboard and drowning while crossing the ocean. Some events will only activate if certain conditions are met. For example, some bandit events will only occur if you don't have any warriors in your party. Or, you may come across a trader that you trade resources for food with.

Tip
You can use the SPACE bar to pause/unpause travel.

The information of the areas for the settlement are described on the right panel and more information about the Region can be found at the Region page.

If your settlement has been wiped out, you can opt to settle on a new area and you will then be presented with Overworld Map again to find a new location.

This can be used as a method of spreading a single species across the map or as a last resort if you get overwhelmed. Unfortunately, you can never go back to, or even interact, with any old settlements.

H0-9overworldmapintro.pngFirst time opening the game, Overworld Map introduction.H0-9overworldintro.pngAfter the prompt, settlement area selection.H0-9overworldmap.pngSettlement set, from in-game Overworld Map button.
H0-9Regions

When starting out in the Odd Realm universe its key to know where to start!

Picking a region will define the space you play in as well as its difficulty.

#### Realm

The realm section simply tells you the name of the realm you named when choosing your race.

#### Region

The region section shows you the name of the region you have selected, you can rename this later if you wish.

#### Threat & Neighbours

Threats section describes the difficulty immediate threats that you will encounter in the region while the Neighbours section describes the difficulty of threats that may enter your realm from its borders!

There are several different types of difficulty:

* Peaceful (easy)
* Untamed (medium)
* Ferocious (hard)

#### Year

The year sections shows you the year you will start in.

#### Seed

The seed sections shows you your realms seed, if you want others to play on the same world for challenges, giving them your seed will give them the same world!

#### Biome

The biome section allows you to see what kind of area your realm will be. This will effect what kind of resources you may or may not be able to find within your region.

#### Region Biomes:

* Taiga
* Taiga (Mountainous)
* Taiga (Forested)
* Desert
* Desert (Mountainous)
* Voidlands
* Voidlands (Forest)
* Voidlands (Mountainous)
* Tundra
* Tundra (Mountainous)
* Tropical
* Tropical (Mountainous)
* Tropical (Forested)
* Water
* Settlement