recursal/Fanatic-Fandom huggingface dataset:
Food Poisoning Resistance (ST 11)

**Food Poisoning Resistance (ST 11)** is a neuron located on the Neuronal menu.

## Description

The symptoms of food poisoning are greatly diminished.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

This neuron requires Xenobiotic Resistance (BB ST 02) and Xenobiotic Metabolism (BB ST 04) before it can be matured.

## Neuron location

The Food Poisoning Resistance (ST 11) neuron is located on the Preventive Medication neuronal branch.

* Detailed Preventive Medication Neuronal Branch
Food Poisoning Resistance (ST 10)

—

**Food Poisoning Resistance (ST 10)** is a neuron located on the Neuronal menu.

## Description

One item with curative properties is now enough to get full protection against food poisonings.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Food Poisoning Resistance (ST 10) neuron is located on the Preventive Medication neuronal branch.

* Detailed Preventive Medication Neuronal Branch
Autotelic Personality (BB ZO 01)

**Autotelic Personality (BB ZO 01)** is a genetic mutation neuron located on the Neuronal menu.

## Description

The faculty of concentration requires less dopamine.

PRESS ***(button)*** and ***(button)*** simultaneously to enhance concentration by slowing time down.

## Special requirements

This neuron requires the Ardipithecus Ramidus evolution leap before this genetic mutation will appear.

## Neuron location

The Autotelic Personality (BB ZO 01) neuron is located on the Ardipithecus Ramidus neuronal branch.

* Detailed Ardipithecus Ramidus Neuronal Branch
Cave's Mouth Oasis

*This article is a stub. You can help Ancestors: The Humankind Odyssey Wiki by expanding it.*

**Cave's Mouth Oasis** is an oasis landmark in the  Great Lake biome.

## Overview

This oasis is at the mouth of a long narrow tunnel - leading to a Blue Agate. There is a Megarian Banded Centipede in the tunnel, and a Golden Machairodus nearby in the  Jungle, so be careful.

Plentiful food, good wood, both Granite Rock and Obsidian resources, and an Bateleur Eagle nest offering Bateleur Eagle Eggs immediately in front of the oasis. You will have to climb the rock face for Khat Bushes, though.

## Animals

* Bateleur Eagle
* Golden Machairodus
* Megarian Banded Centipede

## Items

* Granite Rock
* Obsidian

## Consumables

* Bateleur Eagle Egg
* Khat
Buried Garden Oasis

*This article is a stub. You can help Ancestors: The Humankind Odyssey Wiki by expanding it.*

**Buried Garden Oasis** is an oasis landmark in the  Caves biome.

## Items

* Dead Branch
* Fishing Spot
* Granite Rock
* Natal Grass Cycad

## Consumables

* Acokanthera Berry
* African Casturi Mango
* Cocos
* Fresh Water Source
* Horsetail
* Khat

## Items of Interest

This location has a  Meteorite Site with a  Meteorite.

* Carissa Clearing's meteorite site
Giant Warthog Carcass

## Description

The **Giant Warthog Carcass** is a gathering spot item.

## How to create

The  Giant Warthog Carcass can be created by your hominid or another animal killing a  Giant Warthog.

## How to use

* Butchering a Giant Warthog Carcass will create  Mammal Meat and Hard Bone. The carcass can be butchered two times. To butcher a carcass more than once, all the items dropped from the previous butchering must be picked up.
End Expedition

**End Expedition** is an action performed by pressing the appropriate button.

End Expedition is an action for asking all clan members to stop following you (either through Follow Me or Clan's Call).

Only adults and elders will respond to the End Expedition action as babies need to be dropped using theDrop Child action.

## Mechanics

To have all clan members stop following you, stop moving and the **End Expedition** action will appear. Press the appropriate button and all clan members following you will stop following you. Clan members may move off a bit and begin doing other activities on their own as you no longer are asking them to follow you.

To have a single clan member stop following you, move to them and the  Wait Here action will appear. Press the appropriate button and that member will stop following you.
Basalt Chopper/de

## Beschreibung

 **Basalt Chopper** ist ein aufhebbarer Gegenstand. Er dient als Werkzeug und kann auch als Waffe benutzt werden.

Im Gegensatz zu gewöhnlichen Steinen, welche einfach in der Welt herumliegen und nur aufgehoben zu werden brauchen, ist der  **Basalt Chopper** ein Werkzeug welches hergestellt werden muss.

Der Basalt Chopper ist

* am Besten geeignet um einen  Toten Ast zu einem Stock und diesen zu einem  angespitzen Stock zu verarbeiten. Soll heißen, man benötigt sehr viel weniger Schläge.
* das einizge Werkzeug mit welchem Kokusnüsse und Eier durchlöchert werden können.
* etwas weniger geeignet als der  Obsidian-Schaber um Tierkadaver zu  zerteilen

## Herstellung

Ein  **Basalt Chopper** kann nur aus ⇐  **Basalt Stein** hergestellt werden; und zwar indem mehrmals mit einem anderen Stein auf den Basalt Stein  eingeschlagen wird.

## Nutzen

Ein Basalt Chopper kann auf folgende Arten benutzt werden:

## Trivia

Der Faustkeil gilt als das älteste Werkzeug der Menschheitsgeschichte. Der Basalt Chopper ist diesem Werkzeug nachempfunden.

Der Basalt Chopper kann zwar unter Zuhilfenahme von anderem Werkzeugs hergestellt werden, aber es lassen sich eben auch rumliegende Steine für die Herstellung benutzen. Die nächste Stufe, wäre ein Werkzeug welches nur hegestellt werden kann, indem man ein eigenes Werkzeug für die Herstellung benutzt. Und die übernächste Stufe wäre, wenn man eigens ein Werkzeug für die Herstellung von Werkzeugen herstellt.

1. Benutzung von (herumliegenden Gegenständen als) Werkzeug: Steine und Stöcke zum Schlagen, Strohhalme zum Angeln in Termitenhügeln
2. Herstellung von Werkzeug (mit der bloßen Hand): stripping/de
3. Benutzung von (herumliegenden Gegenständen als) Werkzeug zur Herstellung von Werkzeug: Basalt Chopper, …
4. Herstellung von Werkzeug (eigens) zur Herstellung von Werkzeug: z.B. eine Nadel zm Nähen
5. …

Thomas Carlyle wird folgendes Zitat zugeschrieben:

* "Man is a tool-using animal. Without tools he is nothing, with tools he is all."
* "Der Mensch ist ein Werkzeug benutzendes Tier. Ohne Werkzeuge ist er nichts, mit Werkzeugen ist er alles."
* »L'homme est un animal qui utilise des outils. Sans outils, il n'est rien, avec des outils, il est tout .«
Determination (BB FR 01)

—

**Determination (BB FR 01)** is a genetic mutation neuron located on the Neuronal menu.

## Description

Less Dopamine is needed when responding to a threat.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Determination (BB FR 01) neuron is located on the Self-Control neuronal branch.

* Detailed Self-Control Neuronal Branch
Cracked Eagle Egg

## Description

The **Cracked Eagle Egg** is a food item.

## How to create

The Bateleur Eagle Egg can be altered into a Cracked Eagle Egg by  hitting with most rocks or hard tools.

## How to use

Cracked Eagle Eggs can be  drunk as food. However, drinking Cracked Eagle Eggs will give   Non-Omnivore until the Zygote Food Acclimatization (OM 03) and Zygote Food Acclimatization (OM 04) neurons have been learned.
Cocos

## Where to find

The Coco Tree provides Cocos. Coco trees are found in all biomes that have trees.

## How to create

* Climbing up a Coco Tree, it is possible to  grab a Cocos.
* By climbing partially up a Coco Tree andshaking, it is possible to cause multiple Cocos to fall at once. Cocos can then be collected from the ground by grabbing.

* Shaking a Coco Tree

## How to use

A Cocos must be altered before it can be useful.

* Hitting a Cocos with most rocks or hard tools will create a Cracked Coco.
* Stripping a Cocos will produce a Coconut.
	+ Hitting a Coconut with a Basalt Chopper can create a Pierced Coconut.
	+ Hitting a Coconut with most rocks or hard tools will create an Opened Coconut.
Evaluation Speed (AN 02)

—

**Evaluation Speed (AN 02)** is a neuron located on the Neuronal menu.

## Description

The environmental analysis speed is maximized.

TAP ***(button)*** to benefit from your enhanced intelligence liveliness. Then follow the steps proposed by the Contextual Actions UI.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Evaluation Speed (AN 02) neuron is located on the Intelligence neuronal branch.

* Detailed Intelligence Neuronal Branch
Contextual Orthostatis (WA 01)

—

**Contextual Orthostatis (WA 01)** is a neuron located on the Neuronal menu.

## Description

The ability to detect more distant elements through intelligence is acquired.

TAP ***(button)*** to use your Intelligence. Then follow the steps proposed by the Contextual Actions UI.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* Repeatedly Stand Up while using Intelligence

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Contextual Orthostatis (WA 01) neuron is located on the Motricity neuronal branch.

* Detailed Motricity Neuronal Branch
Carrying Speed (BB AB 09)

—

**Carrying Speed (BB AB 09)** is a genetic mutation neuron located on the Neuronal menu.

## Description

Movement speed while carrying items is increased.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Carrying Speed (BB AB 09) neuron is located on the Ambulation neuronal branch.

* Detailed Ambulation Neuronal Branch
Give

**Give** or **Giving** is an action performed by pressing the appropriate button when available.

Items can be given to other hominids. This allows you to give helpful items like weapons or food or medicinal substances to heal/protect other hominids.

This action also allows you to make sure your clan members have needed items without you having to switch to them to actually play them and pick up the items for that hominid.

## Mechanics

After you have given an item to another hominid, as long as they haven't eaten it or caused it to disappear from the game, it is possible to perform the  Take Item action to get the item back. For example - you give a hominid in your clan a Dead Branch, you can take that Dead Branch back.

It is also possible to perform the  Trade Items action with another hominid. If you have an item, you can switch items with the other Hominid.
Grasp Control (HA 02)

—

**Grasp Control (HA 02)** is a neuron located on the Neuronal menu.

## Description

The chances of dropping an item following a dodge are minimized.

HOLD ***(button)*** to prime dodging.
MOVE ***(button)*** to choose direction.
RELEASE ***(button)*** at the right time to dodge.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Grasp Control (HA 02) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Head-Of-Stone Oasis

*This article is a stub. You can help Ancestors: The Humankind Odyssey Wiki by expanding it.*

**Head-Of-Stone Oasis** is an oasis landmark in the  Jungle biome.

## Overview

This oasis is located on one side of the mountain where the The Highland Peak and the The Highland Plateau can be found. There is a cave through the mountain which ends directly at the Jut-Out Boulder Oasis. The opening of the cave on the Jut-Out Bolder side is guarded by a Megarian Banded Centipede. Be aware that caves normally provide protection from stalker cats but inside this cave the stalker cat can attack you.

## Items

* Dead Branch
* Granite Rock
* Natal Grass Cycad

## Consumables

* Cocos
* Fresh Water Source
* Horsetail
* Taami Berry
* Trapped Insect

## Notes

The icon for this location incorrectly uses the  Great Lake icon even though it is clearly a  Jungle location.
Building Efficiency (NE 02)

—

**Building Efficiency (NE 02)** is a neuron located on the Neuronal menu.

## Description

One less item is needed to complete a construction.

TAP ***(button)*** to start construction when close to a stockpile of construction items.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* Repeatedly construct Sleep Spots

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Building Efficiency (NE 02) neuron is located on the Settlement neuronal branch.

* Detailed Settlement Neuronal Branch
Basalt/pt br

## Descrição

**Basalto** é um item ferramenta e uma arma.

* Modelo do basalto em jogo.

## Onde obtê-lo

 Basalto pode ser encontrado em áreas rochosas no chão ou embaixo de pedras levantáveis. Basalto pode ser achado em qualquer bioma.

## Usos

Basalto pode ser alterado em umCortador de basalto  Batendo com a maioria das Pedras ou ferramentas duras.

Basalto pode ser usado das seguintes formas:
Discover

**Discover** is an action performed by pressing the appropriate button when available.

Until you are close enough to a location, it will be unknown to your hominid. Discovering allows you to determine the new location.

## Mechanics

Approach an unknown location  Point of Interest and press the appropriate button to use Intelligence or  Senses. Hover over the point of interest and the Discover action will appear. Press the appropriate button and a cut-scene will take place showing the name of the new location and a small video flying overhead showing the area you have just discovered.

After discovering the location, while still in intelligence or senses, you can then Memorize the point of interest so you can investigate it. Once a location has been memorized, you can Remember or Forget the location.

Discover is the location equivalent of the Inspect action.
Grasp Control (HA 03)

—

**Grasp Control (HA 03)** is a neuron located on the Neuronal menu.

## Description

The chances of dropping an item following a dodge are minimized.

HOLD ***(button)*** to prime dodging.
MOVE ***(button)*** to choose direction.
RELEASE ***(button)*** at the right time to dodge.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Grasp Control (HA 03) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Evasive Action (BB DO 03)

—

**Evasive Action (BB DO 03)** is a neuron located on the Neuronal menu.

## Description

The preparation speed for dodging an irascible animal is increased.

HOLD ***(button)*** to prime dodging.
MOVE ***(button)*** to choose direction.
RELEASE ***(button)*** at the right time to dodge.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* Dodge Irascible Threats successfully multiple times.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Evasive Action (BB DO 03) neuron is located on the Dodge neuronal branch.

* Detailed Dodge Neuronal Branch
Attentional Control (CC 02)

**Attentional Control (CC 02)** is a neuron located on the Neuronal menu.

## Description

Venturing into an unknown area causes less fear.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

This neuron requires the Orrorin Tugenensis evolution leap before it can be matured.

## Neuron location

The Attentional Control (CC 02) neuron is located on the Orrorin Tugenensis neuronal branch.

* Detailed Orrorin Tugenensis Neuronal Branch
Hipparions' Pond Oasis

*This article is a stub. You can help Ancestors: The Humankind Odyssey Wiki by expanding it.*

**Hipparions' Pond Oasis** is an oasis landmark in the  Savanna biome.

## Items

* Dead Branch
* Natal Grass Cycad

## Consumables

* Fresh Water Source
* Cocos

## Items of Interest

* In the Savannah near this oasis, two large rocks form a tiny little canyon-like path that contains a  Ruby in the middle. Be careful as a  Black-Backed Jackal can spawn here.
Acute Stress Response (MS 02)

—

**Acute Stress Response (MS 02)** is a neuron located on the Neuronal menu.

## Description

Reactions for escapes and counterattacks are faster.

HOLD ***(button)*** to prime dodging or counterattack.
MOVE ***(button)*** to choose direction.
RELEASE ***(button)*** at the right time to dodge or counterattack.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* Dodge/Counterattack animals a certain amount of times.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Acute Stress Response (MS 02) neuron is located on the Motricity neuronal branch.

* Detailed Motricity Neuronal Branch
Effects

**Effects** are changes to your hominid from their baseline health and well being.

## Negative status effects

Attacks, accidents, and poor choices lead to harmful afflictions for your hominid.

* Bleeding
* Cold
* Food Poisoning
* Heat
* Hunger
* Injury
* Non-Omnivore
* Sleepiness
* Thirst
* Venom Poisoning

## Positive status effects

Medicines give your hominid positive status effects that provide an extra layer of protection from various afflictions. All positive status effects run on a timer which will eventually run out and once again leave you vulnerable to that particular affliction. You can make these timers last longer by learning neurons.

* Bleeding Protection
* Camouflage Protection
* Cold Protection
* Fear Protection
* Food Poisoning Protection
* Heat Protection
* Injury Protection
* Venom Poisoning Protection

## Notes

There is one specific negative status effect that doesn't have a protection.   Non-Omnivore can only be overcome by eating foods and learning Omnivore neurons. Until you are able to digest the food correctly, the food will act as a negative status effect. Once you can digest that food properly, it will no longer be an issue.

Not all items that cure a negative status effect provide a positive status effect as well. A good number of items provide both but some items are curative only or protection only.
Ancestors: The Humankind Odyssey Wiki/fr/

Bienvenue sur le Wiki d'*Ancestors: The Humankind Odyssey*
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Qu'est-ce que *Ancestors: The Humankind Odyssey*?

**Ancestors: The Humankind Odyssey** est... *Lire la suite...*

*Ancestors: The Humankind Odyssey* Wiki

Items

Armes

Animaux

Lieux

Notes de rustines

Comment jouer

Configuration requise

Le jeu

Les développeurs

Le wiki

Comment aider

Aide générale

Pour commencer

Modifier des pages

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Pour écrire un nouvel article, inscrivez le titre de l'article dans le champ ci-dessous ou dans le champ de recherche en haut de la page.

* **Ajout de contenu**
	+ Si vous ne savez pas par quoi commencer ou comment créer un page, cherchez quelques articles et regardez de quoi ils ont l'air. Vous pouvez également afficher le code source d'une page et apprendre grâce au travail d'autres personnes.
	+ Une contribution peut être toute simple; si vous n'avez pas envie de rédiger des articles, vous pouvez très bien corriger des erreurs de langue ou des liens brisés.

Main page sections: Top · Flex · Bottom.
Analyze

**Analyze** is an action performed by pressing the appropriate button when available.

This action is specifically for a detailed inspection of a living clan member. Analyze Clan Member is a different action only used on a  Dead Hominid for Neuronal Energy.

## Mechanics

Approach a clan member and the Analyze action will appear. A compact detailed interface will appear and give detailed information about the hominid you are analyzing.

While analyzing another clan member, you can press the appropriate button and rename the clan member you are interacting with if so desired.

When you are done analyzing the clan member simply move away and analyzing stops.

It is possible to recreate the detailed graphical interface of analyze at a distance using Intelligence or  Senses, Focus, and then Identify. However, you will not be able to rename the clan member using this method.

## Analyze Details

Analyze provides a large amount of information in a compact graphic interface that can be quickly used to look at your hominid clan members.

* Parents - Lists the parents of the hominid in your current clan. If you find a new clan member and help them to join the clan, this will not be there.
	+ Mother - Name of the mother
	+ Father - Name of the father
* Name
* Hominid Type - Lists the word and an icon
	+ Adult Female
	+ Adult Male
	+ Baby
	+ Elder Female
	+ Elder Male
* Family Status - Will show **FAMILY RELATED** if the hominid being analyzed is related to the hominid performing the analyzing.
* Gender - Female or Male for adults or elders. Babies have no gender.
* Couple Status - Either **Single** or **Coupled with** (name of another clan member they are coupled with).
* A Vitality circle showing the current Life Expectancy, Stamina, and Energy.
* Any Protective Effects or Negative Effects shown with the symbol only.
* Genetic Mutation - Lists information if a genetic mutation is present. This will not be there if there is no mutation.
	+ A baby will have the following text *This spontaneous genetic mutation will be defined once this baby reaches adulthood.* with a small dull gold neuron circle below that and the name of the neuronal branch the genetic mutation belongs to.
	+ An adult/elder will have the following text *This spontaneous genetic mutation will be effective after the lineage's next evolution.* with a small bright gold neuron circle below that and the name of the neuronal branch the genetic mutation belongs to.
* Pregnancy Status - For females this will list either fertile, pregnant, or show nothing.
	+ **FERTILE** with a white circle if they can mate and have a baby.
	+ **PREGNANT** with a white circle and a yellow dot in the center if they have mated and not given birth yet.
* Children - Lists baby icons and the names of any children the adult or elder has. If their baby has a genetic mutation, the icon will have a golden glow around the icon.
Handling (HA 01)

—

**Handling (HA 01)** is a neuron located on the Neuronal menu.

## Description

The ability to drop an item while moving is acquired.

TAP ***(button)*** to drop an item while moving.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Handling (HA 01) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Controlling Strength (AL 01)

—

**Controlling Strength (AL 01)** is a neuron located on the Neuronal menu.

## Description

The success rate of an alteration using a tool is increased.

TAP ***(button)*** to switch an item from one hand to the other. HOLD ***(button)*** to **take position** to alter, then follow the steps proposed by the Contextual UI, with a tool in right hand.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Controlling Strength (AL 01) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Echoic Memory (BB SS 01)

—

**Echoic Memory (BB SS 01)** is a genetic mutation neuron located on the Neuronal menu.

## Description

It is possible to remember the position of one more item or living being.

TAP ***(button)*** to use your senses and choose the Sense of Hearing. Then follow the steps proposed by the Contextual Actions UI.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Echoic Memory (BB SS 01) neuron is located on the Senses neuronal branch.

* Detailed Senses Neuronal Branch
Hidden Waterfall Oasis

*This article is a stub. You can help Ancestors: The Humankind Odyssey Wiki by expanding it.*

**Hidden Waterfall Oasis** is an oasis landmark in the  Jungle biome.

## Overview

This is the starting area for your clan.

Food is plentiful, all three stone types, wood and other resources are readily available and the area is safe from attack.

* Just outside the entrance to the oasis, there is a Khat Bush that will provide a reliable steady supply of Khat for your clan.
* There is a fishing spot in the stream, as well as a log that contains several African Agaric Fungus growing off it. While your clan may not be able to assimilate nutrients from these at the point in time you'd be settling there, these provide a good gateway into eventually unlocking Omnivorous.
* On the cliff above the oasis, there are multiple items that can benefit your clan.
	+ There are additional khat bushes can be found up on the cliff. These aren't as easy to access as the one near the entrance but your clan will automatically pick from these bushes, provided you pick from it first.
	+ There is a Beehive with a vine growing next up on the cliff. The Honey that it provides is a nutritious food as well as an excellent dual-use medicine.
	+ There are several Coco Trees overlooking the stream located up on the cliff. These trees provide Cocos which supply food, drink, and medicine.

You will automatically leave this area if you commit to your first evolution leap, so make the best of your time here.

## Animals

* There are no animals here to attack you.

## Items

* Basalt
* Beehive
* Dead Branch
* Granite Rock
* Natal Grass Cycad
* Obsidian
* Thornbush

## Consumables

* Bass
* Crayfish
* Cocos
* Honey
* Horsetail
* Taami Berry
* Khat

## Items of Interest

When you discover this oasis, it triggers a  Meteorite.

* Swamp's meteorite site

There is anEmerald hidden on the ledge to your right if facing to where the river flows.
Give/fr

*This article is a stub. You can help Ancestors: The Humankind Odyssey Wiki by expanding it.*

**Donner** est une action liée aux boutons  ou .

Tous les objets sont transférables à un autre hominidé.

**Une première bouchée par l’hominidé qui donne peut être requise avant de donner la nourriture ou la plante à l’autre hominidé.**
Ardipithecus Ramidus (neuronal branch)

**Ardipithecus Ramidus** is a neuronal branch located on the Neuronal menu.

## Overview

The Ardipithecus Ramidus neuronal branch deals with dopamine levels, energy usage, life expectancy, neuronal energy, and reducing the effects of fear. Neurons in this branch are a continued overall upgrade to your hominid.

## Mechanics

The Ardipithecus Ramidus neuronal branch is a sub-branch of the primary Orrorin Tugenensis branch.

The Ardipithecus Ramidus branch has thirteen total neurons: ten regular neurons and three genetic mutations.

* Detailed Ardipithecus Ramidus Neuronal Branch
Group Unity (CM 07)

—

**Group Unity (CM 07)** is a neuron located on the Neuronal menu.

## Description

A group intimidation is more effective against any threat.

When in a group, HOLD ***(button)*** to intimidate a predator when close enough.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Group Unity (CM 07) neuron is located on the Communication neuronal branch.

* Detailed Communication Neuronal Branch
Horsetail Leaves

## Description

**Horsetail Leaves** are a tool item and medicine.

* Hominid pulling Horsetail leaves.

## How to create

Horsetail can be  stripped to create Horsetail Leaves.

## Uses

Horsetail Leaves can be applied as a medicine.

Horsetail Leaves can be  ground using a Granite Grinder to create Horsetail Paste.

## Notes

Horsetail Leaves can be applied to heal   Bleeding.

Horsetail Leaves can also be used for protection against bleeding. Applying Horsetail Leaves while not afflicted with this condition will confer  Bleeding Protection.
African Buffalo/ar

*This article is a stub. You can help Ancestors: The Humankind Odyssey Wiki by expanding it.*

## الجاموس الأفريقي

الجاموس الأفريقي هو **حيوان** عِدائي يُهاجم بوحشية

## السُّلوك

الجاموسُ الأفريقييُمكنُ العثور عليه في منطقة **السافانا** وهو مُتواجد بكثرة وفيرة

## القتل

يُمكن قتل الجاموسُ الأفريقي بواسطة عصا إذاكانت الهجمات ناجحة حوالي من خمسة الى ستِّ ضرباتٍ

## (الجيفة (الجثة

تُوفِّر جُثة الجاموس الأفريقي  لحم الثدييات والعظام الصلبة عندما يتم جزرها  يمكن جزرها لعدد مرات الحاجة ويمكن التقاط العناصر التي سقطت منها كالعظامِ الصلبة واللَّحم

## ملحوظات

لا تُحاول دائمًا مواجهة الحيوانات الكبيرة بالعظام القوية لأنَّ هذا سيسبِّبُ كسرًا ويتحتَّمُ عليك ان تبحث عن طعام لعلاجِ الكسر الناتج من الهجمة

## إئتمان

(ancestors0) تمت ترجمة هذه المقالة بواسطة
African Turmeric

## Description

**African Turmeric** is a food item and medicine.

## Where to find

African Turmeric is found clusters of plants on the ground in the  Savanna and  Woodland biomes.

* African Turmeric plants
* A closeup of the African Turmeric

## How to obtain

African Turmeric can be  grabbed from small plants on the ground.

## Uses

African Turmeric can be  eaten as food and medicine.

African Turmeric can be  ground into Turmeric Paste with a Granite Grinder.

## Notes

African Turmeric can be eaten to heal   Venom Poisoning.

African Turmeric can also be used for protection against venom poisoning. Eating African Turmeric while not afflicted with this condition will confer  Venom Poisoning Protection.
Cracked Monkey Bread

## How to create

Monkey Bread are found at the tops of Baobab Trees in the  Savanna.

Monkey Bread is not edible until it is altered by  hitting with most rocks or hard tools to create Cracked Monkey Bread.

* A Cracked Monkey Bread on the ground
* A stockpile of two Cracked Monkey Breads

## How to use

Cracked Monkey Bread can be  eaten as food.

## Trivia

Despite the description, there is actually no bread or monkey meat to be found in this yellow fruit.
Food Poisoning Tolerance (ST 07)

—

**Food Poisoning Tolerance (ST 07)** is a neuron located on the Neuronal menu.

## Description

The protection against food poisonings lasts longer.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Food Poisoning Tolerance (ST 07) neuron is located on the Preventive Medication neuronal branch.

* Detailed Preventive Medication Neuronal Branch
Bleeding

**Bleeding** is a negative status effect caused by the claw attacks of creatures such as the  *Machairodus.* The effect itself is characterized by the hominid in question visibly showing signs of bleeding i.e. red fur, slick spots, spurting blood from wounds.

## Mechanics

Bleeding will continually reduce vitality until stopped and will not decrease with time while sleeping or foraging. Not treating bleeding will result in the death of your hominid.

Bleeding also affects the Life Expectancy of a hominid over time and has permanent effects even if you don't die.

Important: Your clan members may suffer from bleeding without you noticing, so keep an eye out for visual signs of discomfort! The Clan HUD will also indicate bleeding clan members with a dull red bar that pulses outwards from the central circle to the clan member that is hurt.

Learning specific neurons reduces the negative effects of bleeding and increase the positive effects of medicines with respect to bleeding.

## Stage 1 - Bleeding

Stage 1 is encountered after being attacked by an animal that has claws and slashing attacks. Actions will take more effort. You can still travel but your hominid will lose life expectancy over time.

## Stage 2 - Severe Bleeding

Stage 2 only occurs after being attacked twice by an animal that has claws and slashing attacks. Actions will take more effort. You can still travel but Stage 2 drastically lowers the life expectancy of a hominid over time.

## Remedies

Medicines able to stop the bleeding condition:

* Aloe Sap
	+ Aloe Sap Paste
* Honey
* Horsetail Leaves
	+ Horsetail Paste
* Kapok Fiber
* Mud

## Bleeding Protection

Medicines can also be used before being afflicted with negative status effects to give positive status effects or "protections". These protections allow you to endure situations that would normally cause you harm.

Be aware that protections run on a timer and will eventually run out. The protections will also reduce by the amount of damage they stop. Your hominid won't be harmed but the protections will go down instead. You will need to add more protections over time to ensure you aren't going to be harmed by afflictions.

Medicines that confer bleeding protection:

* Aloe Sap
	+ Aloe Sap Paste
* Honey
* Horsetail Leaves
	+ Horsetail Paste
* Kapok Fiber
* Mud
Alter

**Alter** or **Altering** is an action performed by pressing the appropriate button when available.

## Overview

Altering is the simple process of crafting something new out of what you already have. Altering can be done on certain items with a bare hand but most require a tool, such as a Granite Rock.

## Mechanics

Alteration requires being able to use both hands. Learning the Motor Skill (MS 01) neuron gives the ability to use both hands. Learning additional neurons will reduce your effort required to alter items and increase your ability to use the alter action successfully.

You have to have the item to alter in one hand and the other hand empty (or a tool in the other hand) for the Alter action to appear. You may have to Switch Hands for this action to appear.

You then have to press the appropriate button at the correct time for the altering action to be successful. If you are unsuccessful, two things can happen: either you don't apply enough force and the item remains unchanged or you apply too much force and the item is destroyed.

## Recipes

### Stripping

WhileHarvester Termites can be stripped from theNatal Grass Cycad's Stem with an empty hand, all this does is destroys the food. You simply clean the tool off, you don't get to keep the food.

## Neurons

The following neurons impact the alteration action.
Dominant Species (IT 06)

**Dominant Species (IT 06)** is a neuron located on the Neuronal menu.

## Description

Intimidation effectiveness is maximized.

HOLD ***(button)*** to intimidate a threat when close enough.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

This neuron requires Willpower (BB IT 03) before it can be matured.

## Neuron location

The Dominant Species (IT 06) neuron is located on the Communication neuronal branch.

* Detailed Communication Neuronal Branch
Ancestors: The Humankind Odyssey Wiki:Skin images

This is a page to display the Wiki Skin Images. These images are protected for use on the mainspace and the mobile platforms but they don't show up on any pages. As such, these images show up in the Special:UnusedFiles category. This page displays those files so that they no longer appear on the unused list.
Caves

The **Caves** biome is one of the many different biomes located in Ancestors.

## Location

The  Caves biome is between the  Great Lake biome on one side and the  Woodland biome and  Savanna biome on the other side.

## Landmarks

* Buried Garden Oasis
* Butterfly Tree Oasis
* Deep Enclave Oasis

## Notes

The Caves is a strange biome. Instead of having its own clearly defined "area", they are a series of three cave systems that are a part of other biomes. These cave systems link between biomes allowing travel under and through them rather than above ground. It isn't as much of a biome as it is an alternate underground route to get to other biomes.
Cognitive Control (CC 01)

**Cognitive Control (CC 01)** is a neuron located on the Neuronal menu.

## Description

It is now possible to control emotions and voluntarily choose to be Vigilant or Alert.

HOLD ***(button)*** or ***(button)*** to set your state of mind.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

This neuron requires the Orrorin Tugenensis evolution leap before it can be matured.

## Neuron location

The Cognitive Control (CC 01) neuron is located on the Orrorin Tugenensis neuronal branch.

* Detailed Orrorin Tugenensis Neuronal Branch

## Notes

Emotional control is useful because while on Alert status your hominid can run super fast, jump really far, and climb very quickly. Normally the cost for this Alert status is using up your dopamine quickly because a threat is nearby. However, if there are no threats nearby, you won't lose dopamine and can use these enhanced abilities without penalty.
Autotelic Personality (BB ZO 03)

**Autotelic Personality (BB ZO 03)** is a genetic mutation neuron located on the Neuronal menu.

## Description

The faculty of concentration requires less dopamine.

PRESS ***(button)*** and ***(button)*** simultaneously to enhance concentration by slowing time down.

## Special requirements

This neuron requires the Ardipithecus Ramidus evolution leap before this genetic mutation will appear.

## Neuron location

The Autotelic Personality (BB ZO 03) neuron is located on the Ardipithecus Ramidus neuronal branch.

* Detailed Ardipithecus Ramidus Neuronal Branch
Elderberry

## Where to find

Elderberries can be found in the  Great Lake,  Savanna, and  Woodland biomes. Elderberries are found on a low fern sprouting from a central stem.

* Elderberry plant

## How to obtain

Elderberries can be  grabbed from a bush.

## How to use

Elderberry can be  eaten as food.

Elderberries can be inspected for ripeness. Eating unripe or overripe berries will result in a   Food Poisoning.
Cracked Coco

## Description

The **Cracked Coco** is a food item and a medicine.

* Altering a Cracked Coco

## How to create

 Hitting aCocos with most rocks or hard tools will create aCracked Coco.

## Uses

The Cracked Coco can be  drunk as food and medicine.

At any point, a Cracked Coco can be opened. This could be just cracked filled with liquid or completely empty after all of the liquid has been drunk. The Cracked Coco can be opened by  stripping to get an Opened Coconut.

## Notes

Cracked Coco can be drunk to heal   Food Poisoning and   Venom Poisoning.

Cracked Coco can also be used for protection against food poisoning and venom poisoning. Drinking Cracked Coco while not afflicted with these conditions will confer  Food Poisoning Protection and  Venom Poisoning Protection.
Encephalization (NP 01)

**Encephalization (NP 01)** is a neuron located on the Neuronal menu.

## Description

Brain size has increased.

More Neuronal Energy can be accumulated.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

This neuron requires the Orrorin Tugenensis evolution leap before it can be matured.

## Neuron location

The Encephalization (NP 01) neuron is located on the Orrorin Tugenensis neuronal branch.

* Detailed Orrorin Tugenensis Neuronal Branch
Dead Branch

## Description

The **Dead Branch** is a tool item and weapon.

* An abandoned Dead Branch.
* In-game model of Dead Branch

## Where to obtain

Dead branches can be found in all biomes on Dead Trees.

## How to obtain

Dead branches are very easy to  grab from smaller dead trees.

Dead branches can also be collected by climbing up halfway a larger dead tree andshaking the tree. Shaking the tree in this fashion will make ten dead branches available to collect at the base of the tree, provided you shake the tree long enough.

## Uses

Four Dead Branches on a stockpile can be used to  build a Branch Barrier.

* The Dead Branches stockpile requirement can be reduced by learning the Building (NE 01) and Building Efficiency (NE 02) neurons.

A Dead Branch can be altered by  stripping to make a Stick.

A Dead Branch can also be altered into Stick by  hitting with most rocks or hard tools.

* A Stick can be altered into a Sharpened Stick by  hitting with most rocks or hard tools.

It also possible to transform a Dead Branch directly into a Sharpened Stick by  hitting with most rocks or hard tools but it takes additional swings with the tool.

The Dead Branch can kill animals but breaks after use, so a single Dead Branch will not be enough if you plan on taking down any larger apex predators.
Carrying Ability (DE 03)

—

**Carrying Ability (DE 03)** is a neuron located on the Neuronal menu.

## Description

Movement speed while carrying an item using both hands is increased.

HOLD ***(button)*** near a heavy or big item to carry it using both hands.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* Walk around while holding a heavy or big item

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Carrying Ability (DE 03) neuron is located on the Dexterity neuronal branch.

* Detailed Dexterity Neuronal Branch
Dodge (neuronal branch)

**Dodge** is a neuronal branch located on the Neuronal menu.

## Overview

The Dodge neuronal branch deals with dodging and the effects of dodging. Neurons in this branch reduce detriments or improve abilities related to dodging.

## Mechanics

The Dodge neuronal branch is a sub-branch of the primary Motricity branch. The Dodge branch interconnects with the Attack, Dexterity, and Self-Control sub-branches.

The Dodge branch has ten total neurons: seven regular neurons and three genetic mutations.

* Detailed Dodge Neuronal Branch
Encephalization (NP 02)

**Encephalization (NP 02)** is a neuron located on the Neuronal menu.

## Description

The brain size has increased.

More Neuronal Energy can be accumulated.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

This neuron requires the Ardipithecus Ramidus evolution leap before it can be matured.

## Neuron location

The Encephalization (NP 02) neuron is located on the Ardipithecus Ramidus neuronal branch.

* Detailed Ardipithecus Ramidus Neuronal Branch
Eumycota Food Acclimatization (OM 02)

—

**Eumycota Food Acclimatization (OM 02)** is a neuron located on the Neuronal menu.

## Description

Acclimatization to Eumycotas (mushrooms) is complete.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* Repeatedly cure yourself from   Non-Omnivore negative status effect acquired from  eating any type of mushrooms and this neuron will mature.
	+ You must consume any type of mushroom until non-omnivore appears.
	+ You must then cure yourself of non-omnivore.
	+ It is not the act of eating mushrooms that matures this neuron but the act of either curing yourself of non-omnivore using medicine or waiting out the timer.

## Special requirements

There are no special requirements for this neuron.

## Neuron location

The Eumycota Food Acclimatization (OM 02) neuron is located on the Omnivore neuronal branch.

* Detailed Omnivore Neuronal Branch
Dead Tree

## Description

A **Dead Tree** is a dead plant that can be found in all biomes.

## How to use

There are at least 3 types of dead trees, all of them provide Dead Branches.

* The Dead Tree in the image above is the most common one found and provides 8 Dead Branches.
* The larger Dead Trees provide ten Dead Branches, and like the Coco Tree, can beshaken to cause Dead Branches to fall.
* There are even larger, fallen trees, that provide different amounts of Dead Branches depending on the size of the Dead Tree.

A Dead Branch can be  stripped to create aStick.

A Dead Branch can also be modified by  hitting with any rock or a hard tool to create a Stick.

* A Stick can be modified by  hitting a with any rock or a hard tool to create a Sharpened Stick.
* It is also possible to directly create a Sharpened Stick by using any rock or a hard tool on a Dead Branch, although this will take additional hits.
Hole To Poke

## Description

The **Hole To Poke** is a gathering spot item.

## Where to find

Holes to poke are located on the ground in many biomes. Sometimes these are found in clusters of holes.

## Uses

Poking into aHole To Poke it is possible to obtain Giant African Snails orScorpions.

You will need either aStick or aSharpened Stick for the action to be available.

Once successful,  strip the tool with an empty hand to remove the caught creature.
Aloe Sap

## Description

**Aloe Sap** is a tool item and medicine.

## How to create

Aloe Sap can be created by  stripping anAloe Leaf.

## Uses

Aloe Sap can be applied as a medicine.

Aloe Sap can be  ground using a Granite Grinder to createAloe Sap Paste.

## Notes

Aloe Sap can be applied to heal   Bleeding and   Heat.

Aloe Sap can also be used for protection against bleeding and heat. Applying Aloe Sap while not afflicted with these conditions will confer  Bleeding Protection and  Heat Protection.
Dopaminergic Pathways (DP 10)

**Dopaminergic Pathways (DP 10)** is a neuron located on the Neuronal menu.

## Description

More dopamine is generated following displays of physical prowess.

## How to mature

Once a neuron is revealed, the neuron will need to be matured before it can be initiated and learned. Perform the following actions to mature this neuron:

* (placeholder)

## Special requirements

This neuron requires the Australopithecus Afarensis evolution leap before it can be matured.

## Neuron location

The Dopaminergic Pathways (DP 10) neuron is located on the Australopithecus Afarensis neuronal branch.

* Detailed Australopithecus Afarensis Neuronal Branch