recursal/Fanatic-Fandom huggingface dataset:
Trader

**Traders** periodically visit your settlement to trade, arriving at your hearth with goods in tow. The frequency of his or her visits depends on the overall prestige of your settlement. The items offered depend on the era you are in. Other than resources, tools and food, traders will occasionally offer animals and technologies for sale. Some commodities like mud, sticks or milk can not be traded at all, bulk goods like logs, stones or straw however can. Clothing and mode of goods movement (sledge, donkey, etc) also change with the era though they are usually garbed in orange.

Traders demand either a low (30%), average(40%) or high(50%) commission and will mark up prices for their goods accordingly, that is, a trader with high commission will e.g. demand a trade value of 90 for goods valued at 60 when you sell. Put yet another way, a horse of base value 120 will cost you goods valued 180. Your goods will always stay at "base" price. Prices depend on your era progress; outdated tools like Bifaces (Paleolithic knives) are not worth much in the Iron Age. The trader will also not accept items below a certain wear level; These will simply not show up in your menu for sale.

Only items that are stored in buildings are tradeable. E.g. weapons left behind by raiders only become available for trade once your people have picked them up and stored them.

The trader will always stop at the oldest hearth that still exists. This can lead to a bad surprise if you have removed your first hearth and the second oldest happens to be far from your village core. This can however also be used to redirect the trader to a spot of your liking.

## Gallery

* Paleolithic traders
* Mesolithic traders with sledge
Fortifications

**Fortifications** is a tech from the Neolithic Era, a period of heightened security concerns. Researching fortifications unlocks the first defensive structures for war preparations against the increased raiding of the Neolithic and following eras.

Walls and gates do not need upkeep, but watchtowers do need to be maintained.

Steep mountains do not stop people from passing through, but stone ridges and (unmined) mineral spots do. Water slows down raiders and prevent them from attacking while swimming.

These are a good use for all the wood chopped in order to plant crops in the neolithic.

## Required for

* Palisade
* Gate
* Wooden Platform
* Watchtower
* Wall
Мамонт

Мамонты — это дикие животные , которых можно найти и убить за добываемые ресурсы .

### Особенности

* Bulleted list item

Это животное может отомстить, если на него нападут или на соседнего молодого мамонта.

* Bulleted list item

Обязательно охотьтесь на них с группой охотников.

* Bulleted list item

Мамонты, как и другие древние животные, встречаются только в каменном веке и вымирают с закрытием эры неолита и началом медного века , независимо от того, сколько вы охотились.

* Bulleted list item

Удвоение знаний будет получено при первой успешной охоте на мамонта, а также при охоте на последующие количество мамонтов, например, 5 или 100. Веха Зимней охоты может быть достигнута путем охоты на мамонта, вместе с шерстистым носорогом и пещерным медведем в Сценарий свободной игры Northlands . Достижение Massive Hunter можно получить, охотясь на мамонта.
Stables

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

**Stables** are a residence structure for domestic animals to be fed, watered and sheltered during the winter.

## Requires

* 2x Log
* 4x Sticks
* 8x Mud
* 4x Straw
* Thatching

## Stats

* 8x Storage slots.
	+ Maximum capacity 80 (10x items per stack).
* 10x Animals can shelter.
* Resources stored here last 2.5x longer.
* Structure lasts 6 years.

## Notes

* Stables can be repaired for additional Resource cost.
* Livestock will eat Grain if your settlement runs out of Straw.
Rest

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

**Rest** is a measure of how tired a human is and is one of seven statuses which measure well-being for humans. If rest gets too low, humans cannot perform tasks effectively. Rest can be recovered by sleeping in a tent, hut, or roundhouse.
Bushes

**Bushes** are small- to medium-sized wild plants. In Dawn of Man they are an important source of short-term nutrition for early settlers (along with fruit) because their berries are easy to gather and do not require processing like grain or meat do. Bushes also do not require any special research or particular human role to begin harvesting from; the dullest caveman or frailest child alike may pick from their delicate branches with ease.

Spring blossoms of bushes are cheerful, and in Autumn their leaves turn, whilst Winter sees their naked branches barren. Only sultry Summer brings the promise of succulent drupelets within reach of hungry settlers.

## Notes

* Unlike fruit trees, which can be researched, domesticated, and planted along the proverbial avenues of any Chalcolithic settlement, bush domestication remains out of the expertise of the primal man (somehow).

## Gallery

* Strawberry bush
* Raspberry bush
* Blackberry bush
Dawn of Man Wiki

Welcome to the *Dawn of Man* WikiWelcome to the *Dawn of Man* Wiki
The free *Dawn of Man* wiki encyclopedia with 254 articles that **anyone** can edit!
Please feel free to contribute by creating new articles or expanding on existing ones.

About *Dawn of Man*

Dawn of Man is a survival/city-builder game that is being developed Madruga Works. A player takes control of a settlement of the first modern humans, to guide them through the ages in their struggle for survival. The game starts in the Stone Age, and takes one up to the Iron Age, spanning more than 10,000 years of human prehistory. One will have to get their people to survive, expand and evolve, just like our ancestors, facing the challenges that the environment will throw at them.

[Read more...]

Guides

* How to play guide for Dawn of Man
* System requirements
* Release date
* FAQ
* Game support

Content

* **Animals**
	+ Mammoth
	+ Woolly Rhino
	+ Ancient Bison
	+ Megaloceros
	+ Cave Lion

* **Resources**
	+ Fruit
	+ Berries
	+ Water
	+ Wood
	+ Ores

Technologies

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* Farming

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Stone Polishing

**Stone Polishing** is a tech from the Mesolithic Era. It unlocks polished stone tools in the Crafter. Along with flint, these tools are manufactured from larger-grained materials such as basalt stone. The labour-intensive, time-consuming method of repeated grinding against an abrasive stone (often using water as a lubricant) increases mechanical strength of tools made in this method.

## Required for

* Flint Sickle
* Flint Knife

## Successor tech(s)

* Copper Smelting
* Underground Mining
Death

**Death** is a natural part of life in Dawn of Man. Whether due to natural causes such as aging or unfortunate circumstance, like thunderstorms, all beings, human and animal eventually meet their maker. It is up to you to ensure the survival of your settlement despite it.

To keep mortality down, monitor status indicator and respond to warning signs affecting the well-being of your settlers. An ounce of prevention is worth a pound of cure in this case; constantly fluctuating stats in hunger or health can trigger unmitigable diseases or infections which only time or fate will see an end to.

Defend your settlers with friendly dogs in early ages and with fortifications in later ones to guard against the predations of animal attacks and raiders.

Dead humans drop their clothing and items they were carrying, and can be recovered by the living. Dead animals can drop extractable resources and left alone their corpses can be scavenged by wild predators.

## Gallery

* Human slain by raiders
* Human infected due to poor health
* Diseased goat
* A trail of dead raiders
Granary

The **Granary** is the best food storage structure available to keep comestibles dry and preserved as long as possible.

## Requires

* 4x Log
* 4x Sticks
* 2x Straw
* Thatching

## Stats

* 12x Storage slots.
	+ Maximum capacity 120 (10x items per stack).
* 2x Prestige
* Resources stored here last 3x longer.
* Structure lasts 5 years.

## Notes

* Granaries can be repaired for additional Resource cost.
Grain

**Grain** is the small edible fruit of cereal plants. Grain is ground into flour at a mortar or watermill and baked to make bread. It is the key ingredient for beer, a morale-boosting beverage. Grain is one of the most durable foods available, and is the best resource for sustaining larger populations, even if processing it is more labor-intensive. Grain is planted in Spring and harvested in Fall. Harvested grain keeps for 2 years and can be used as fodder for livestock but it is better to use straw.

## Grain Crops

Grain-producing crops are also sometimes called grain in common parlance but technically bear specific, varietal names. In Dawn of Man there are four types: Einkorn, Emmer, Barley, and Rye. Each cereal has its own strengths, but crop diversity lowers the risk of disease destroying an entire food supply.

* Einkorn
* Emmer
* Barley
* Rye
* Settler crushing grain to make flour
* Immature barley in summer

Einkorn
A low-yield, ancient hulled wheat common to hill country. A shorter variety, einkorn is one of the first domesticated cereals. It is 25% more resistant to disease.
Emmer
a hybridization of wild wheat, collected as one of the first domesticated cereals. Emmer has a chance for 25% extra grain on harvesting.
Barley
A hardy, nutritious grass discovered alongside einkorn and emmer but gives a 25% chance of yielding more straw.
Rye
a cold-resistant, well-rounded Copper Age crop. It has a 15% resistance to disease and 15% chance of yielding more grain.

## Notes

Wild grain is a staple of Neolithic hunter-gatherers and can be collected by hand once Grain Processing has been developed.
Leather

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

**Leather** is a resource with a rather wide and scattered array of uses. In the beginning of the game it is essentially only needed for sledges with Dry Skins being much more important but eventually you will need a steady supply while uses for Dry Skins disappear.

Tanners compete with the Skins Dryer for Raw Skins so fine tuning of your production limits(F4) to your current needs is required more than for most other resources. You can build a tanner with three sticks and one log.

This resource lasts for 1 year.

## Obtained from

* Raw Skin treated at a tanner with tannin.

## Used for

* Sledges
* Leather Outfits
* Rolling Megaliths
* Carts
* Bloomery
* Watchtowers
* Round Shields

## Values

* Worth 5 value in the Mesolithic, Neolithic, Copper and Bronze Age.
Cairn

The **Cairn** is a megalithic complex built with rocks of various sizes. It greatly increases your settlement's prestige and provides a boost for your people's morale.
With the new update the Cairn is the most developed spiritual structure in the game right now.
The complex is made of stones, mud and four megaliths.

## Requires

* 4x Megalith
* 20x Stones
* 20x Mud

## Stats

* +100 Prestige
* 0,7x Morale recovery

## Tips

The structure is large and give you the highest bonuses right now. The best placing for this beauty is the centre of the settlement or if you are not able to place there, you can build to the areas where the people move, work the most frequently.
Dolmen

The **Dolmen** is a stone, table-like chamber supported by pillars. As a **spiritual** structure it can be built so your people can use it to recover Morale. It is also used as a burial pit, capable of holding more people than a Burial Mound.

## Stats

* +20 Prestige
* 0.5x Morale recovery.
* 10 body burial slots.

## Gallery

* An erected Dolmen
* A Dolmen on a mountain overlooking a settlement
Knowledge

Please help improve this if you can. The Discussion page may contain suggestions.

**This article may need cleanup to meet quality standards.**
Please help improve this if you can. The Discussion page may contain suggestions.

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

The most useful early techs are those that enable better tools, and sledges. Prioritize these.

-Make sure you look at the milestones for each of the main campaign levels. They provide a huge amount of knowledge and are not too difficult to achieve.

-Before advancing to the 4th age, where Reindeer, Cave Lion, Cave Bear, Woolly Rhino, Mammoth and Ancient Bison will go extinct, hunt these animals to at least the times 10 level (Rhinos are usually solitary though, and hard to get). Getting these early knowledge points makes tech advancements much easier

-Knowledge is the ultimate finite resource. Trade for techs as much as possible, even if you have to starve or freeze your humans. ‘Saving’ knowledge points particularly in the early game makes late game research much easier.

-Usually any building times 5 gives a knowledge point. You can build and then demolish structures to reach this. Also spam spirituality totems to at least the times 5 level.
Linen cloth

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

**Linen cloth** is a lightweight textile woven from linen which is used to construct light outfits. This material decays after 2 years.

## Requires

* Weaving
* Weaver
* 1x Linen

## Values

Worth 7 value in the Neolithic, Copper and Bronze Age.

## Gallery

* Settlers weave linen cloth at a Weaver
* Settler constructs an outfit from linen cloth
Flint

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

**Flint** is a type of resource that a settlement can collect from the ground or a flint node. Flint is used in many beginner crafting recipes. Mines can be constructed over flint deposits for increased yield.

## Notes

Worth 2 value in the Mesolithic, Neolithic and Copper Age.

Worth 1 value in the Bronze Age.

## Gallery

* A flint deposit that must be extracted with a pick
Horse

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

*Not to be confused with Wild horse.*

**Horses** are domestic animals that can pull carts or be killed for extractable resources. They are similar to donkeys, except they live a bit longer, have more health, and produce more food when slaughtered. They can also be assigned to use plows on farming fields, just like cattle.

## Resources

#### Adult

* 5x Raw Meat
* 2x Raw Skin
* 1x Bone

#### Old

* 4x Raw Meat
* 2x Raw Skin
* 1x Bone

## Obtained from

* After selecting a young Wild horse click capture and one of your people will domesticate the foal to obtain more horses.
* Adult females will get pregnant and give birth to new animals as long as there is an adult or old male around.
* The Trader will sometimes offer horses for trade.

## Notes

* Used primarily to pull a Cart or Plow.
* Horses connected to a cart or plow do not require feeding or shelter.
* Horses (like the other work animals) can be detached from a cart or plow by selecting the cart (or multiple, with double click) and disallowing horses. They will try to find an alternative tool to attach to on their own.
Statistics

Statistics are a measure of 7 things humans and animals cannot live without (except for Rest and Morale, which humans can live without in this game). The following is the names, effects and a short description of each statistic.

Health: Represents physical fortitude and level of bodily harm. If it drops to 0, the human or animal dies.

Nutrition: Represents amount of energy the body of the human or animal has at its disposal. If it drops to 0, the human or animal begins to take starvation damage.

Hydration: Represents "solvency" in terms of water supply in the human or animal's body. If it drops to 0, the human or animal takes dehydration damage.

Temperature: Represents the physical core temperature of the human or animal's body. If it drops to 0, the human or animal contracts hypothermia and begins taking damage. Temperature is unique in the fact it can be mitigated by wearing warm clothing, however even with warm clothing, humans will begin to lose temperature at temperatures of 0 C and below.

Rest: Represents the stamina and need for sleep of a human or animal. If it drops to a low level, humans will perform tasks at reduced efficiency.

Morale: Represents the mental well-being of a human. The effects of having it low are much the same as Rest.
Gate

**Gate** is a Defensive Structure that can resist attacks for a reasonable amount of time. They allow ingress and egress for denizens of your settlement but may be shut against invasion.

## Requires

* 2x Log
* Fortifications

## Stats

* 1x Prestige
* 500x Condition

## Upgrade to Reinforced Gate

* 2x Log
* 2x Iron
* Reinforced Fortifications

## Notes

* After selecting the Gate click **Open/Close** to toggle the individual gate open or closed.
* **Open All Gates** and **Close All Gates** can be clicked from the **Defense** Customizable Panel to open or close all gates at once.
* Gates can be repaired for additional Resource cost.
Bronze

**Bronze** is an alloy of copper ore and tin ore and much harder than copper. In terms of hardness, durability, and effectiveness, bronze is equal to iron but requires tin ore which is not as widely available as iron ore is. Bronze, like other metals, does not decay. Smelted bronze is characterized by its light golden color.

The discovery of bronze smelting technology initiates the Bronze Age.

## Requires

* Bronze Smelting
* 2x Copper Ore
* 1x Tin Ore
* 2x Charcoal
* Pit Furnace

## Used to Create

* Bronze Axe
* Bronze Knife
* Bronze Pick
* Bronze Sickle
* Bronze Spear
* Bronze Sword

## Notes

* 2 Copper Ore, 2 Charcoal, and 1 Tin Ore produce 2 units of bronze
Rolling Megalith

A **Rolling Megalith** is a type of transport that is created from a Megalith in order to move it from a location. After the megalith has been mined, it will sit there and needs to be turned into a rolling megalith in order to move it to a structure, such as a Stone Circle. Up to 4 settlers can pull a rolling megalith at once, though only 1 is the minimum requirement to move it. Naturally, the more people dragging it, the faster it will move, though its top speed is very slow, as expected. It has a condition of 100, and is one of the buildings that does not degrade over time, requiring no upkeep or maintenance.

## Requires

* 3x Log
* 3x Leather

## Trivia

* Despite being titled a 'rolling' megalith, settlers actually drag the megalith around, as the logs underneath it do not turn at all.

## Gallery

* One built
* A group of settlers dragging one up a hill
* Three settlers drag one about
* Two settlers pull one near a river
Deer

*Not to be confused with Reindeer.*
**Deer** are animals that can be found and killed for extractable resources.

## Resources

Yield per animal type

## Notes

* 1x Knowledge will be gained on first successfully hunting a Deer, as well as when subsequent numbers of Deer are hunted, such as 5 or 100. The Deer Hunter achievement can be gained by hunting 100 Deer in one game.
Bridge

**Bridge** construction becomes possible in the Neolithic Era, after unlocking the stilting tech.

Bridges are very useful for allowing humans to cross rivers, allowing them to hunt more easily and access scarce resources such as mines and megaliths. This is especially useful for sledges and carts as otherwise they have to cross using the nearest ford.

To build a bridge, click one riverbank and drag to the other side of the river. The bridge cannot start too far from the water otherwise completing the plan will be impossible.

You will need 1 log for each length square. There is a maximum of 10 squares for the length of the bridge.

## Requires

* Stilting
* 1x log
Well Digging

**Well Digging** is a tech from the Neolithic Era. The oldest and most common kind of well is a water well, to access groundwater in underground aquifers. Ancient wells are simply holes dug deep enough that they penetrate below the water table and fill up with water. To retrieve the water, settlers use simple pots and buckets on ropes. This method of retrieval allows for building away from rivers while meeting the hydration needs of the community.

## Required for

* Hydropower

With this tech youcan build: Well
Raw Meat

**Raw Meat** can be cooked over a Hearth for food. Meat is extractable from animals, wild or domestic, and (when cooked) it is the main source of nutrition for settlers before the advent of Cereal Domestication, making constant hunting a necessity for humans of the Paleolithic and Mesolithic Eras.

This resource lasts for 0.25 years.

## Notes

* Eating Raw Meat will cause Morale decay.

## Gallery

* Settler carries a slab of raw meat
* Raw meat hanging from a Food Dryer
* Settler dragging meat by sledge to a Food Dryer
Weaving

**Weaving**, technique of fabric production, is a tech from the Neolithic Era. It consists of intertwining of two separate threads at right angles to form a fabric or cloth. Those two threads are called warp and the weft. Fabric is usually woven on a loom in a Weaver structure, a device that holds the warp threads in place while weft is woven through them.

## Required for

* Netting

With this tech you can build:

* Weaver
* Outfitter

where you can make:

* Banner
* Wool Cloth
* Linen Cloth
Rifle de Assalto (Battle Royale)

No Battle Royale, o Rifle de Assalto está disponível nas versões Comum, Incomum, Raro, Épico, e Lendário. Utiliza Balas Médias.

## Atributos

 Dano à Estruturas | 30

 Tempo de Recarga | 2.2

 Tempo de Recarga | 2.2

 Tempo de Recarga | 2.1

 Tempo de Recarga | 2.1

## Disponibilidade

O Rifle de Assalto tem uma chance de aparecer nas seguintes circunstâncias :

 Incomum | 12.3%
 Raro | 4.9%
 Épico | 1.8%
 Lendário | .5%

## Estratégia

* O Rifle de Assalto é a principal escolha para o arsenal de todos os jogadores, pois eles têm um bom dano e grande alcance, permitindo ataques de médio a longo alcance. Eles também servirão em intervalos próximos, mas eles não causarão tanto dano quanto uma espingarda.
* Devido à capacidade abundante de 30 rodadas por pente, pode-se disparar continuamente para um pequeno fogo supressivo contra um alvo, mas o recuo reduz a precisão, dificultando o dano ao alvo, especialmente em distâncias maiores.
* Sendo uma das armas mais comuns no jogo, o jogador pode utilizá-la como uma substituta para a maioria das pistolas e submetralhadoras, e uma boa substituta para rifles de precisão quando usado corretamente, reservando espaço para uma espingarda e qualquer coisa que o jogador precise, como consumíveis e itens.

## Mudanças

**Atualização de Conteúdo 4.3 (5 de junho 2018)**
* Removemos a queda de dano contra estruturas em Rifles, SMGs, Pistolas e Metralhadoras Leves.

**Patch 4.2 (16 de maio de 2018)**

**Correções de erro**
* Rifles de Assalto não aparentam mais ejetar várias cápsulas de bala por disparo.

**22 de novembro de 2017 Hotfix**

* O dano dos Rifles de Assalto foi reduzido de 32/33/35/37/39 para 30/31/33/35/36 (dependendo da raridade). Seu multiplicador de headshot também foi reduzido de 2.5x para 2.0x.

## Trivialidades

* Embora todas as raridades do Rifle de Assalto sejam oficialmente referidas como simplesmente "Rifle de Assalto", a comunidade freqüentemente se refere às versões Comum, Incomum e Rara como M16 ou AR e as versões Épica e Lendária como a SCAR, devido à sua semelhança para as armas do mundo real com esses nomes.
* As versões Comum, Incomum e Rara da arma possuem uma caveira impressa nas laterais, enquanto as versões Épica e Lendária têm dentes ao redor, replicando cicatrizes, como uma referência ao nome de sua inspiração.

## Referências

1. ↑ https://db.fortnitetracker.com/weapons
2. ↑ Dano de Rifle de Assalto e Multiplicador de Headshot Hotfix
Wool

**Wool** is a textile fiber obtained from the hair of a sheep, used to make better quality warm clothing. Wool is crimped, elastic, and insulates against cold exceptionally well. Wool has a lifespan of two years.

## Values

Worth 5 value in the Neolithic Era, Copper and Bronze Age.

## Gallery

* Woman carrying a bag of wool
* A sheep being sheared
How to Survive Your First 5 Years

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

Currently at this state in the game 8 days after the official launch I have over 30 hours into the game and would say that I am becoming rather experienced. This guide is not the end all be all as we are all still learning and developing the best way to do things as we go. For anyone that wants to come into the game, however this page would be a great starting point as this is going to cover all of the things you need to know to survive and to thrive your first year in Dawn of Man.

## The First Glance

When you first load into your brand new save you will be greeted with something along the lines of the picture that I have to the right. As a new player this is most definitely going to be overwhelming as the game does not hold your hand at all during this part. How you set up your settlement early on will be the basis of how it functions in the future. So you want to immediately evaluate your surroundings and see what you have to work with in terms of resources such as animals, ores, and other things like that. Once you find your closest body of water you want to make a fishing Work Zone there so that you can get some fish rolling in and if you have berry bushes near by make sure that you have a work zone to harvest them as well. It seems self explanatory, but please make sure you set up flint, stone, and stick areas so that you can get those resources to.

Personally I am not a big fan of hunting zones; I know a lot of people are, but personally I enjoy looking for the animals to kill because I have noticed it is a little easier and you can control the ecosystems a little bit more than with a hunting zone. So now that you have your food and natural resources set up next you should build a rock storage zone and a skins dryer because you want to work on getting skins dried so that you can construct your first building which should be the storage tent. After that you want to just kick your feet up and focus on getting knowledge points by killing new animals and such because you want to unlock the Food Drying skill as soon as possible then build a Food Dryer.
Bronze Smelting

**Bronze Smelting** is a tech from the Bronze Age era. It is also a Main Tech, a tech that unlocks a new era; It unlocks Bronze Age.

## Required for

* Iron Smelting
* Tin Mine

With this tech you can make:
Bronze from Copper Ore + Tin Ore

then Bronze tools like:

* Bronze Spear
* Bronze Knife
* Bronze Axe
* Bronze Sword
* Bronze Pick
* Bronze Sickle

Discovery of **Bronze Smelting** devalues all flint and bone tools as well as slings to value 1.

Shortly after the discovery of **Bronze Smelting** many animals like Megaloceros, Ancient Bisons, Cave Bears and Cave Hyenas go extinct.
Well

**Wells** production structures that provide settlements with a steady source of local water. Wells make venturing in and settling of inland areas away from rivers and lakes much more feasible and convenient. Settlers can recover hydration as well as fill pots for water storage.

## Requires

* 4x Sticks
* 2x Log
* Well Digging

## Notes

* A well does not need to be part of other buildings but is a standalone structure.
* Wells cannot be placed less than ten spaces from an existing well.
* By default wells generate a "collect water" task. This may not be desirable or useful for remote wells that don't have storage buildings nearby.
Pick

**Picks** are prying tools used primarily for breaking rocks and mining various ores, consisting of a wooden handle attached to a sharp, hard point made of flint or metal. Their material determines their durability and effectiveness.

## Requires

* Composite Tools
* 1x Sticks
* 1x relevant material (flint, copper, bronze, iron, or steel)

## Values

Flint: Worth 5 value in the Neolithic Era and Copper Age. 1 value in the Bronze Age.

Copper: Worth 10 value in the Bronze Age.

Bronze: Worth 15 value in the Bronze Age.
Sticks

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

**Sticks** are common and used for crafting Tools or construction Materials for Structures or as Fuel in a Hearth, Hut, Oven or Round House.

This resource lasts for 1 year.

## Obtained from

* After selecting Sticks on the ground click **Gather** and one of your people will collect them.
* Work Area people will keep collecting the resource within that area until Resource limit is reached.
* After selecting Trees click **Cut Down** and one of your people will collect them.

## Notes

* To **Cut Down** Trees requires axe Tools and will also provide Logs.
Granada de Fragmentação (traço)

## Mudanças

**Patch 3.2 (March 7, 2018)**
* Fixed an issue which didn’t allow ‘Frag Grenade!’ to be thrown through small windows.

**Patch 3.0.0 (February 20, 2018)**

* Fixed an issue that allowed Soldiers to sprint while they were aiming their Frag Grenade.

**Patch 2.3.0 (January 24, 2018)**

* Frag grenades and cluster bombs will no longer fall through water, which caused Soldier’s to be unable to throw a second grenade.

**Patch 2.2.0 (January 17, 2018)**

* Fixed an issue where frag grenades could still be used even when the player didn’t have enough stamina to use it.

**Patch 1.5 (August 28, 2017)**

* Adjusted the Soldier’s grenade ability's throw arc while holding a grenade launcher weapon.
* Fixed an issue causing the Soldier’s grenade ability to become unusable if thrown off of a cliff.
Megalith

A Megalith is a resource that is needed to build advanced spiritual strutures such as Menhirs, Dolmens and Stone Circles.

## How to find a Megalith

Megaliths can be spotted by using the primal vision (they will appear in a slight purple tone).

## How to move a Megalith

Before being able to move a Megalith, it needs to be "mined". Once it is mined, it will appear in your list of resources. It then has to be prepared for transport with 3 logs and 3 leather, turning it into a Rolling Megalith.

Once the Megalith is ready for transport and required by a structure, 4 persons will be assigned to the job. The more persons are actually pulling the Megalith, the faster it moves. When you order a megalithic structure like a Menhir to be built your people will automatically begin to move one Rolling Megalith towards the destination. If several Rolling Megaliths are available and the structure demands them (for example 6 for a Stone Circle) your people will generally try to move all at once. This can easily grind your settlement to a halt with 48 or more people moving from and to the megaliths. Another danger is that your people will move a Megalith until exhausted only then to realize they may be in the middle of nowhere, far from water, food, warm clothing or a tent. This is less of an issue with the first few Megaliths and small structures when Megaliths are still found near your settlement.

Later, as is appropriate for such gigantic undertakings, careful planing and monitoring is sensible, placing e.g. wells and tents halfway between settlement and Megalith and manually removing humans from pulling duty before they completely exhaust themselves.

## Gallery

* A megalith before it is mined
* A mined megalith on the ground
* How it appears in primal view
Woolly Rhino

**Woolly Rhinos** are wild animals that can be found and killed for extractable resources.

## Resources

Yield per animal type

## Notes

* This animal might retaliate when it itself is attacked, or when a nearby young Woolly Rhino is attacked.
* Woolly Rhinos, like other ancient animals, are only found in the Stone Age and become extinct with the close of the Neolithic Era and the opening of the Copper Age, regardless of how many you have hunted.
* 2x Knowledge will be gained on first successfully hunting a Woolly Rhino, as well as when subsequent numbers of Woolly Rhinos are hunted, such as 5 or 100. The Winter Hunt Milestone can be reached through hunting a Woolly Rhino, along with a Mammoth and Cave Bear in The Northlands freeplay scenario.
Copper Age

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

The **Copper Age** succeeds the Neolithic Era of the Stone Age, and precedes the Bronze Age. During the Copper Age, humans gain the ability to extract and use the mineral when constructing tools and weapons on a relatively large production scale. Drier climate of the period also encourages innovation from basic crop farming to expansion of animal domestication.

Mass-scale mining of the previous era allows for metalworking technology in this age, predominantly in copper.

Mammoths and Woolly Rhinos become extinct with the opening of the Copper Age, shortly after you have acquired Copper Smelting.

Raiders also comes in groups now, and your people should be prepared for them.

## Technology

Technologies unlocked during this era include:

* Copper Smelting
* Fruit Tree Domestication
* Cattle Domestication
* Rye Domestication
* Donkey Domestication
* The Wheel
Nutrition

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

**Nutrition** is a measure of how well-fed a human is and is one of seven statuses which measure well-being for humans and animals. If nutrition gets too low, health drops, and the human will eventually die from starvation. Nutrition can be recovered by eating food, which can be obtained from a variety of sources.

While wild animal attacks are rather random in early eras, a predator's hunger status is a helpful indicator of whether it might attack humans or livestock.
Workshop

A **Workshop** is a building containing the space and implements to manufacture more advanced tools from the Copper Age onwards. Combined with a Metalsmith and Blacksmith it is serves as a replacement for the Crafter.

## Requires

* Thatching
* Copper Smelting
* 4x sticks
* 4x Logs
* 4x Straw

## Allows making of

* Sling
* Bow
* Composite Bow
* Fishing Rod
* Fish Trap
* Round Shield
* Oval Shield

The Workshop also allows the comfotable and automated making of sledges, carts and plows without the use of the build menu.
Birds

**Birds** are a largely ornamental feature of Dawn of Man, soaring over hither and yon with eagle eyes full of distant judgement over your settlement. They are neither huntable, nor can resources be derived from their passing scrutiny unfortunately.

## Gallery

* Flock of doves
* A condor circles the sky
* A raptor surveys a lake for fish
Como jogar

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*Este artigo é um esboço. Você pode ajudar Fortnite Wiki ao expandir isso.*

## Dicas Iniciais

1: Ao contrário da maioria dos outros jogos, como regra geral, você deve evitar o máximo de combate possível. Só lute quando precisar ou quando servir algum objetivo de tarefa/missão. A razão para isto é que todo combate (fora de habilidades especiais) consome munição e/ou durabilidade da arma enquanto apenas fornece uma pequena quantidade de experiência. Lutar é geralmente um desperdício de recursos. Escolha suas batalhas.

2: Quase tudo tem um nível e qualidade. Sua arma, herói, sobreviventes, etc, todos têm níveis de qualidade e níveis de experiência. Itens de alta qualidade são geralmente melhores que os de menor qualidade e se beneficiarão de níveis adicionais a mais.

3: Evite gastar experiência com algo menor que um item de qualidade raro (azul).

4: Concentre sua experiência esquemática/herói em um conjunto restrito de opções.

5: Ao contrário dos esquemas e heróis, espalhe sua experiência de sobrevivência por aí. Ter um bando de sobreviventes com um par de níveis cada um é muito melhor e mais barato do que conseguir um com muitos níveis.

6: Os esquadrões são importantes. Leia sobre como os esquadrões trabalham.

7: Seja cortês com outros jogadores. Se você quiser apenas coletar recursos, ou tentar uma dessas missões vermelhas para testar sua coragem, crie uma missão privada. Além disso, use missões sem limite de tempo para completar missões secundárias, a menos que completar a missão ajude a completar a missão paralela. Caso contrário, você estará ocupando um espaço que poderia ser preenchido por um jogador que realmente estaria ajudando.

8: Pague para esperar.

## Mais informações

Raridade
Requisitos de Sistema
Data de Lançamento
Disease

**Disease** is a harmful physical disorder not caused by injury. It can affect humans, livestock, or crops.

## Settlers

In humans, disease is triggered by low stats, such as going hungry repeatedly. Poor nutrition, constant tiredness, chronic dehydration, and depression all make disease more likely to trigger in humans. When disease strikes it gradually degrades health for a set amount of time, which is partly random. If health reaches zero, the person dies.

## Animals

In domesticated animals, disease is randomly triggered but usually strikes several individuals of a species simultaneously. As in humans, disease has a random set time, and health gradually decreases whilst under the affects of the condition. If health reaches zero, the animal perishes. Animal disease is highly unpredictable but its consequences can usually be limited by diversifying animal types kept.

## Crops

In domesticated crops disease becomes apparent in at the time of harvest (Summer for pulses and Autumn for grain), and sometimes affects whole swathes of a particular crop type. Diseased crops appear slightly withered and darker colored compared with healthy crops. Settlers will not harvest diseased plants. Crop disease is highly random but its consequences can usually be limited by diversifying planting.

## Gallery

* Diseased goat
* Sick as a dog
Hydropower

**Hydropower** is a tech from the Iron Age which allows for the construction of watermills. Watermills use flowing water to create power by means of paddles mounted around a wheel. The force of the water moves the paddles, and the consequent rotation of the wheel is transmitted to machinery via the shaft of the wheel.
Bison

*Not to be confused with Ancient Bison.*

**Bison** are wild animals that can be found and killed for extractable resources.

## Notes

* This animal might retaliate when it itself is attacked, or when a nearby young Bison is attacked.
* 1x Knowledge will be gained on first successfully hunting a Bison, as well as when subsequent numbers of Bison are hunted, such as 5 or 100.
* Appears in the Mesolithic Era
Wild horse

*Not to be confused with Horse.*

**Wild Horses** are wild animals that can be found and killed for extractable resources.

## Resources

Yield per animal type

## Notes

* Young can be captured.
* 1x Knowledge will be gained on first successfully hunting a Horse, as well as when subsequent numbers of Horses are hunted, such as 5 or 100.
Dawn of Man Wiki/ru/Section 1

Добро пожаловать в Вики *Dawn of Man* Добро пожаловать в Вики *Dawn of Man*
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О *Dawn of Man*

Dawn of Man - это игра жанра выживание / градостроительство, которая разрабатывается Madruga Works. Игрок берет под контроль поселение первых современных людей, чтобы вести их сквозь века в их борьбе за выживание. Игра начинается в каменном веке и продолжается до железного века, охватывая более 10 000 лет человеческой предыстории. Главная цель выживать в суровом мире, расширяться и развиваться, как и наши предки, сталкиваясь с проблемами, которые их окружали.

[Узнать больше...]
Bitter Vetch

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

**Bitter vetch** is a pulse vegetable that is available in the wild or can be grown and harvested from the farming menu. An ancient legume, it is a hardy crop which is easily cultivated. Bitter vetch is planted in the Winter and harvested in the Summer.

## Requires

* Pulse Processing
* 1x scythe (to harvest)
Biface

**Bifaces** are the first and longest-used prehistoric tool, being available at the Crafter at the very start of Dawn of Man. Basic multifunctional cutting tools, they are used for a variety of daily tasks, from cutting up animals, to digging up and harvesting wild plants, or simple hand to hand combat. The lithic flakes are two-faced, almond-shaped, and knapped from flint at a crafter. Bifaces are classed as primordial knifes, rather than as axes, based on the function they perform.

## Notes

* Worth 5 value in the Mesolithic Era.
* Worth 1 value in the Neolithic Era.

## Gallery

* Settler with a biface goes to task
* Paleolithic settler butchering a wild mouflon
Stamina

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

**Stamina** is a measure of how out of breath a human is. If stamina gets low a person cannot run. It is an important factor in combat or when hunting, both of which draw upon this status indicator.

Stamina recovers automatically when idle.
Health

**Health** is a representation of the physical health of a person. If their health status indicator reaches zero they will die. Health slowly recovers on its own in normal circumstances, unless other status indicators are low or the human is affected by a condition.

Injuries and low status indicators cause low health and should be avoided or responded to quickly.

## Gallery

* A raider sustains injuries from a stalwart defense
* A wounded wolf makes for an easy kill
Storage Tent

The **Storage Tent** is a basic storage Structure.

## Requires

* 8x Sticks
* 4x Dry Skin

## Stats

* 12x Storage slots.
	+ Maximum capacity 120 (10x items per stack).
* 1x Prestige
* Resources stored here last 1.5x longer.
* Structure lasts 3 years.

## Upgrade to Storage Hut

* 2x Log
* 4x Sticks
* 8x Mud
* 4x Straw

## Notes

* Storage Tents can be repaired for additional Resource cost.
* Upgrades to Storage Hut for additional Resource cost.
Tech Tree

The **Tech Tree** or Research table is a graphical interface in the game ,where you can see various technologies in different eras.
With this table you can find informations about any kind of techs, that you will unlock later. To unlock technologies, you need to earn and get tech points. Tech tree will open if you click to the icon of the tech point top right of the Screen.
Defensive Equipment

Defensive equipment in Dawn of Man consists of 2 main types: Shields and Armour. These will be described below:

**Shields:**

**Shields** are pieces of personal armor held in the hand, which may or may not be strapped to the wrist or forearm. Shields are used to intercept specific attacks, whether from close-ranged weaponry or projectiles such as arrows, by means of active blocks, as well as to provide passive protection by closing one or more lines of engagement during combat. Shields greatly increase the effectiveness of sword- and axe-wielding settlers.

There are two types of shields in Dawn of Man: round and oval.

**Round Shield**

## Requires

* Shieldmaking
* 1x Leather
* 1x Log

## Notes

* Round shields have 200 HP and a 50% chance of blocking incoming attacks.
* Makes 2 shields at a time
* Available from the Bronze Age onwards

# Oval Shield

## Requires

* Shieldmaking
* 1x Iron
* 1x Log

## Notes

* Oval shields have 400 HP and a 66% chance of blocking incoming attacks.
* Makes 2 shields at a time
* Available at the Iron Age.

**Armour:**

Armour is a piece of equipment important to the survival of settlers during raids. It can be made of leather or can be a mail coat. It serves the purpose of absorbing damage from unblocked attacks, differing between leather and mail.

**Leather Armour**

Leather Armour requires 1 unit of leather, and blocks a small amount of damage. It is worse than Mail Armour, but is better than nothing.

**Mail Armour**

Mail Armour requires 1 unit of iron but blocks a large portion of damage. It is preferential to Leather Armour if the settlement has the resources to make it in large quantities.
Дата релиза

*This article is a stub. You can help Dawn of Man Wiki by expanding it.*

Эта страница содержит "'Информацию о релизе"' для "Dawn of Man".

*Dawn of Man* Вышла **1 Марта 2019**.

## Информация о релизе

Следующий ЧаВо был получен от официального форума сообщества Steam, размещенного основателем Madruga Works.<ref>/ Dawn of Man: FAQ " (последнее обновление 12-06-2018)"< / ref>

Когда выйдет Dawn of Man?
1 Марта 2019
Dawn of Man будет в раннем доступе?
Нет, мы сразу выпустим полную игру.
Будет ли бета-версия игры?
Да, потом.
Собираетесь ли вы продолжать работать над игрой после релиза?
Да, некоторое время ожидайте такой же уровень поддержки, как и с Planetbase.
Какой период времени установлен в игре?
Игра начинается около 12 000 лет назад, в каменном веке, а заканчивается в конце Железного века, около 2000 лет назад.
Есть ли бои в игре?
Да, хоть это и не главная механика, но вам действительно нужно будет укрепить свой город и защититься от рейдеров (или животных).
Я могу управлять людьми?
Да, вы можете перемещать их и давать им команды, но игра по-прежнему полностью воспроизводится на макроуровне (никаких утомительных принудительных микро-задач).
Какова конечная цель игры?
У нас будет два типа сценариев:
1. Свободные игровые сценарии, где вы играете всю игру, открывая различные вехи.
2. Пользовательские сценарии, где вы должны достичь определенной цели.

Будет ли кооператив? или мультиплеер?

Не в наших планах, в Dawn of Man будет только один игрок.
## Смотрите также

* Как играть в Dawn of Man
* Системные требования
Spear

**Spears** are pole weapons consisting of long shafts and sharp, pointed heads, commonly of a harder material like bone, flint, or metal. They are the most basic hunting and fighting tool. Spears are better used in ranged combat but can be used in melee for reduced effectiveness.

## Values

Bone: Worth 7 value in the Neolithic and Copper Age. 1 value in the Bronze Age.

Flint: Worth 10 value in the Neolithic Era and Copper Age. 1 value in the Bronze Age.

Copper: Worth 10 value in the Bronze Age.
Iron

**Iron** is a hard, durable material used to craft many tools, weapons, and also used in construction. Iron requires higher temperatures to be smelted compared to copper or bronze and so must be produced in specialized furnaces called bloomeries. The main advantage of iron over bronze is that Iron Ore is much more abundant than Tin Ore. Iron, like other metals, does not decay. Smelted iron has a silvery-grey color, as compared to the rust-orange hue of its unprocessed ore.

The discovery of iron smelting technology initiates the Iron Age.

## Requires

* Iron Smelting
* Iron Ore
* Charcoal
* Bloomery

## Used to Create

* Guard Tower
* Iron Axe
* Iron Knife
* Iron Pick
* Iron Sickle
* Iron Spear
* Iron Sword
* Reinforced Gate

## Gallery

* Settler delivers iron from a bloomery
* Charcoal and iron ore being delivered for smelting

## Notes

* Iron takes 120 seconds to smelt on normal speed.
Prestige

**Prestige** is a measure of how well-known a settlement is. Prestige depends on population, technology and buildings. If prestige is high, migrants and traders will visit the settlement more often. A good way to build prestige is construction of spiritual buildings like megalithic structures.

Prestige is capped per source. The limits are:

* 500: buildings
* 400: population (up to 200)
* 100: current era

1. ↑ Has anyone actually maxed prestige? My buildings stopped giving it. :: Dawn of Man Algemene discussies (steamcommunity.com)
Wild Donkey

*Not to be confused with Donkey.*

**Wild Donkey** are wild animals that can be found and killed for extractable resources.

## Resources

Yield per animal type

## Notes

* Young can be captured.
* 1x Knowledge will be gained on first successfully hunting a Wild Donkey, as well as when subsequent numbers of Wild Donkeys are hunted, such as 5 or 100.