Hearths: Difference between revisions

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{{Version|1.3.3}}
[[File:Small Hearth_icon.png|thumb|360px|A Hearth Fully Upgraded]]
[[File:Small Hearth_icon.png|thumb|360px|A Hearth Fully Upgraded]]
== Overview ==
== Overview ==


Hearths are the heart of the [[Settlement]].  Every Settlement starts with an [[#Ancient Hearth | Ancient Hearth]] and can construct other [[#Small Hearths | Small Hearths]] from the "City Buildings" menu. Hearths are a [[File:Icon Spec Fire 64x64.png|14px]] Warmth specialization building that employs a single Firekeeper to keep the Hearth lit by burning [[Resources#Fuel & Exploration | Fuel]]. Every [[Villagers | Villager]] takes their breaks at the nearest lit Hearth to warm themselves, eat, and fulfill their needs. By upgrading the community around each Hearth you can unlock up to 3 tiers of stackable benefits.
Hearths are the heart of the settlement.  Every settlement starts with an [[#Hearth Types | Ancient Hearth]] and can construct other [[#Hearth Types | Small Hearths]] from the '''City Buildings''' menu. Hearths are [[building]]s with {{sl|Warmth}} Specialization that employ a single [[#Firekeeper bonus | Firekeeper]] to keep the Hearth lit by burning [[#Fuel | fuel]]. Fuel can also be [[#Sacrificing | Sacrificed]] in the Ancient Hearth. Every [[villager]] takes their [[breaks]] at the nearest Hearth to warm themselves, eat, and fulfill their needs. By [[#Hearth upgrades | upgrading]] the Hearth with decorations, [[housing]], and Service [[buildings]], you can unlock up to 3 tiers of stackable benefits. The Ancient Hearth can get [[#Corruption | corrupted]] at Veteran [[Difficulty]] and higher.


== Corruption ==
== Hearth Types ==


[[Blightrot]] infects Hearths, and the more [[Blightrot]] and [[Cysts]] a Viceroy generates from [[Rain Punk Engine]] use, the higher the amount of [[Corruption]] in their Hearths. Every [[Storm Season]] when [[Blightrot]] [[Cysts]] open up, the Hearth will become progressively more [[Corrupted]] per minute, until it reaches a [[Corruption Limit]] and kills 3 random Villagers. The higher a Hearths' [[Corruption]] resistance is, the more [[Corruption]] it will take to fill the bar and kill off Villagers.
; Ancient Hearths :
<blockquote>
The heart of the colony is protected by the Holy Flame. [[Villagers]] gather here to rest, eat, and receive clothing.  If the fire goes out, people will lose hope. '''No Hope''' [[Resolve]] effect: -20 Resolve.
</blockquote>


[[File:hearthcorruption.png|300px]]
; Small Hearths :
<blockquote>
Small Hearths cannot be built too close to the Ancient Hearth or to each other - the ranges of your Hearths (approx. radius of 9 squares) may never overlap.
 
Small Hearths are identical to Ancient Hearths, except you do not receive a [[#Firekeeper bonus | Firekeeper bonus]] and you cannot [[#Sacrificing | Sacrifice]] fuel. It is OK if Small Hearths go out, but [[villagers]] will be unable to rest or fulfill their needs at an unlit Hearth and will instead travel to the nearest available lit Hearth.
</blockquote>


== Fuel ==
== Fuel ==
[[File:Allowed fuel.png|right|300px]]
There are 4 fuels that can be burned in Hearths: {{rl|Coal}}, {{rl|Sea Marrow}}, {{rl|Oil}}, and {{rl|Wood}}. Each Hearth you have in the settlement consumes fuel.


''Main page: [[Fuel]]''
You can decide which type of fuel will be burned in each Hearth using the checkboxes next to the fuel types in the ''Allowed Fuel'' menu. All Hearths share this setting. If you have multiple fuels selected, the leftmost one will always burn first. There are also options in the settings that allow you to customize which fuels are automatically enabled when starting a new settlement.


You can decide which type of Fuel will be burned in each Hearth by selecting it and using the checkboxes next to the fuel types in the selection UI.
{| class="wikitable"  
 
|+ Fuel burn time
* Each {{rl|Coal|med}} burns for 0:40 seconds
* Each {{rl|Sea Marrow|med}} burns for 0:40 seconds
* Each {{rl|Oil|med}} burns for 0:25 seconds
* Each {{rl|Wood|med}} burns for 0:12 seconds
 
== Villager Breaks ==
 
Every few minutes, workers take breaks and return to a nearby Hearth to eat and rest. During a break, they consume at least one item of food and try to fulfill all their needs. If a Villager has multiple [[Complex Food Need | complex food]] needs enabled for consumption, they will consume more than one meal.  If a Villager is disallowed complex foods for consumption, or there are none available they will consume a raw food.  Villagers will also consume [[Resources#Service Goods | Service Good]] for each allowed [[Services | Service]].
 
{| class="wikitable" style="text-align:center;"
|-
! style="vertical-align:middle; font-weight:bold" | Species
! style="width:70px" | {{Species link|Beavers|large}}
! style="width:70px" | {{Species link|Foxes|large}}
! style="width:70px" | {{Species link|Harpies|large}}
! style="width:70px" | {{Species link|Humans|large}}
! style="width:70px" | {{Species link|Lizards|large}}
|-
|-
| style="vertical-align:middle; font-weight:bold;" | Break Interval
! style="font-weight:bold;" | Fuel
| 02:00
! style="font-weight:bold;" | Base burn time
| 02:00
! style="font-weight:bold;" | With [[Beaver]] [[#Firekeeper bonus | Firekeeper]]
| 01:40
! style="font-weight:bold;" | With all [[Upgrades]]
| style="vertical-align:middle;" | 02:00
! style="font-weight:bold;" | With Beaver Firekeeper<br/>and all Upgrades
| style="vertical-align:middle;" | 01:40
|}
 
== Hearth Upgrades ==
[[File:HearthUpgradeRequirements.png|thumb|right|360px|Decorations Needed]]
Upgrading to level 2 and 3 requires you to [[Smoldering City#Upgrades | unlock]] levels of the Brass Forge. Click on the Hearth to see what is required to Upgrade. As seen on the image on the right, we still need 4 Comfort Decorations (Green) and 4 Aesthetic Decorations (Blue) before the Hearth Upgrades.
 
* Houses and Decorations need to be placed within the Hearth Radius for it to count towards the Upgrade.
* The Hearth Upgrades itself automatically once all the requirements are fulfilled.
 
{| class="wikitable" style="text-align:center; vertical-align:middle;"
|- style="font-weight:bold;"
! colspan="2" | Upgrades
! Name
! Requirements
! Bonus
! Description
|-
|-
| colspan="2" | [[File:HearthT0.png|96px]]<br />Base Level
| {{rl|Coal|med}}
| -
| 40 seconds
| -
| 50 seconds
| -30 to Hostility
| 52 seconds
| -
| 71 seconds
|-
|-
| colspan="2" | [[File:Icon UI Encampment.png|96px]]<br />Level I
| {{rl|Sea Marrow|med}}
| Encampment
| 40 seconds
| 8 Housed Villagers<br />4 Comfort Decorations
| 50 seconds
| +2 to Global Resolve<br />+150 [[Corruption]] resistance
| 52 seconds
| ''Gathered around the blazing fire, folks keep each other's spirits high.''
| 71 seconds
|-
|-
| colspan="2" | [[File:Icon UI Neighborhood.png|96px]]<br />Level II
| {{rl|Oil|med}}
| Neighborhood
| 25 seconds
| (Unlocked with Brass Forge 1)<br />14 Housed Villagers<br />8 Comfort Decorations<br />4 Aesthetics Decorations
| 31 seconds
| +10% to global production<br />+150 [[Corruption]] resistance
| 32 seconds
| ''Some viceroys say aesthetics don't matter out in the wilds, but you know better than that.''
| 44 seconds
|-
|-
| colspan="2" | [[File:Icon_UI_Disctrict.png|96px]]<br />Level III
| {{rl|Wood|med}}
| District
| 12 seconds
| (Unlocked with Brass Forge 3)<br />20 Housed Villagers<br />1 Service Building<br />16 Comfort Decorations<br />8 Aesthetic Decorations<br />4 Harmony Decorations
| 15 seconds
| +10% to global double production chance<br />+150 [[Corruption]] resistance
| 15 seconds
| ''The town is booming with activity and industry thrives.''
| 21 seconds
|}
|}


Every Settlement starts with an Ancient Hearth which must '''always''' remain lit.  If the fire goes out, all Villagers will lose 20 Resolve. To keep the flame burning, a Firekeeper and a steady supply of [[Fuel]] is needed.  Your choice of Firekeeper in the Ancient Hearth will grant your Settlement a specific bonus.
== Firekeeper bonus ==


== Firekeeper Bonus ==
Every settlement starts with an [[#Hearth Types | Ancient Hearth]] which must '''always''' remain lit.  If the fire goes out, all [[villagers]] will lose 20 [[Resolve]]. To keep the flame burning, a Firekeeper and a steady supply of [[#Fuel | fuel]] is needed. The job of a Firekeeper is to bring fuel to the Hearth they are assigned to. They spend most of their time idle otherwise. Your choice of Firekeeper in the Ancient Hearth will grant your settlement a species-specific bonus. '''Small Hearth Firekeepers don't provide any bonuses'''.


{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
|- style="font-weight:bold; vertical-align:middle;"
|-
! style="width:70px" | Species
! style="width:70px; font-weight:bold;" | Species
! Bonus
! style="font-weight:bold;" | Bonus
! Effect
! style="font-weight:bold;" | Effect
! Description
! style="font-weight:bold;" | Description
|-
|-
| {{Species link|Beavers|large}}
| {{Species link|Beavers|large}}
| Pragmatic Frugality
| {{Perk|LimeGreen|File:Firekeeper Bonus Beaver.png|64px}} </br>'''Pragmatic Frugality'''
| Fuel burns 20% longer
| Fuel burns 20% longer
| ''Beaver firekeepers know a lot about burning techniques.''
| ''Beaver firekeepers know a lot about burning techniques.''
|-
|-
| {{Species link|Foxes|large}}
| {{Species link|Foxes|large}}
| Forest Affinity
| {{Perk|LimeGreen|File:Firekeeper Bonus Fox.png|64px}} </br>'''Forest Affinity'''
| -6 [[Hostility]] from opened Glades.
| -2/3/4/6 [[Hostility]] from opened [[Glades]].</br>Scales with [[Difficulty]]
| ''Fox firekeepers have an unusual ability to calm the forest.''
| ''Fox firekeepers have an unusual ability to calm the forest.''
|-
|-
| {{Species link|Harpies|large}}
| {{Species link|Harpies|large}}
| Light as a Feather
| {{Perk|LimeGreen|File:Firekeeper Bonus Harpy.png|64px}} </br>'''Light as a Feather'''
| +5 to global carrying capacity
| +5 to global carrying capacity
| ''Harpy firekeepers can teach villagers how to be more nimble and agile.''
| ''Harpy firekeepers can teach villagers how to be more nimble and agile.''
|- style="vertical-align:middle;"
|- style="vertical-align:middle;"
| {{Species link|Humans|large}}
| {{Species link|Humans|large}}
| Beacon
| {{Perk|LimeGreen|File:Firekeeper Bonus Human.png|64px}}</br> '''Beacon'''
| [[Queen's Impatience]] grows 25% slower
| [[Queen's Impatience]] grows 25% slower
| ''Human firekeepers create a special link with the Citadel.
| ''Human firekeepers create a special link with the Citadel.
|- style="vertical-align:middle;"
|- style="vertical-align:middle;"
| {{Species link|Lizards|large}}
| {{Species link|Lizards|large}}
| Sacred Pyre
| {{Perk|LimeGreen|File:Firekeeper Bonus Lizard.png|64px}} </br>'''Sacred Pyre'''
| +1 to global [[Resolve]]
| +1 to global [[Resolve]]
| ''Lizard firekeepers are very adept at ancient rites.''
| ''Lizard firekeepers are very adept at ancient rites.''
|}
|}


== Sacrificing ==
== Hearth upgrades ==
[[File:HearthUpgradeRequirements.png|thumb|right|360px|Decorations Needed]]
Level 1 Hearth upgrade is available from the start. Upgrading to level 2 and 3 requires you to [[unlock]] levels 2 and 4 of the '''Brass Forge''' respectively.
 
Click on the Hearth to see what is required to upgrade. As seen on the image on the right in the ''Upgrade Requirements'' section, we still need 4 <span style="color: {{PerkGreen}}">Comfort</span> Decorations and 4 <span style="color: {{PerkBlue}}">Aesthetics</span> Decorations before the Hearth upgrades to level 2.
 
* [[Housing]], Decorations, and Service [[buildings]] need to be placed fully within the Hearth Radius for them to count towards upgrades.
* The Hearth upgrades itself automatically once all the requirements are fulfilled.
* Both Ancient and Small [[#Hearth Types | Hearths]] can be upgraded.
 
{| class="wikitable" style="text-align:center; vertical-align:middle;"
|-
! style="font-weight:bold;" | Upgrades
! style="font-weight:bold;" | Name
! style="font-weight:bold;" | Requirements
! style="font-weight:bold;" | Bonus
! style="font-weight:bold;" | Description
|-
| [[File:HearthT0.png|96px]]<br />Base Level
| -
| -
| -30 [[Hostility]]
| -
|-
| rowspan="2" | [[File:Icon UI Encampment.png|96px]]<br/>Level I
| rowspan="2" | Encampment
| 8 Housed [[villagers]]
| +1 Global [[Resolve]]
| rowspan="2" | ''Gathered around the blazing fire, folks keep each other's spirits high.''
|-
| 4 <span style="color: {{PerkGreen}}">Comfort</span> Decorations
| +150 [[#Corruption_Resistance_and_Corruption_rate|Corruption Resistance]]
|-
| rowspan="3" | [[File:Icon UI Neighborhood.png|96px]]<br />Level II
| rowspan="3" | Neighborhood
| 14 Housed [[villagers]]
| +1 Global [[Resolve]]
| rowspan="3" | ''Some viceroys say aesthetics don't matter out in the wilds, but you know better than that.''
|-
| 8 <span style="color: {{PerkGreen}}">Comfort</span> Decorations
|  +150 [[#Corruption_Resistance_and_Corruption_rate|Corruption Resistance]]
|-
| 4 <span style="color: {{PerkBlue}}">Aesthetics</span> Decorations
| +10% global production speed
|-
| rowspan="5" | [[File:Icon_UI_Disctrict.png|96px]]<br />Level III
| rowspan="5" | District
| 20 Housed [[villagers]]
| +1 Global [[Resolve]]
| rowspan="5" | ''The town is booming with activity and industry thrives.''
|-
| 1 Service [[building]]
| +150 [[#Corruption_Resistance_and_Corruption_rate|Corruption Resistance]]
|-
| 16 <span style="color: {{PerkGreen}}">Comfort</span>  Decorations
| rowspan="3" | +10% global double production chance
|-
| 8 <span style="color: {{PerkBlue}}">Aesthetics</span> Decorations
|-
| 4 <span style="color: yellow">Harmony</span> Decorations
|}


During especially hard times, you can sacrifice additional goods in the Ancient Hearth to temporarily gain positive effects.
== Villager breaks ==
: ''Main article: [[Breaks]]''


Each Fuel type grants different boons:
Every few minutes [[villagers]] have to return to a nearby Hearth for a break, to eat, rest, and satisfy needs. All consumption happens during breaks. [[Villagers]] of different species take breaks at different Intervals.
* {{rl|Wood|med}} &#8594; 53 units per minute can be sacrificed to give -50 Hostility
* {{rl|Coal|med}} &#8594; 27 units per minute can be sacrificed to give -80 Hostility
* {{rl|Sea Marrow|med}} &#8594; 27 units Sea Marrow per minute can be sacrificed to give +25% Glade Event working speed
* {{rl|Oil|med}} &#8594; 20 units per minute can be sacrificed to give +25% global production speed


You can have up to 3 stacks of each [[Fuel]] being sacrificed at a time.
{| class="wikitable" style="text-align:center;"
|-
! style="vertical-align:middle; font-weight:bold" | Species
! style="width:70px" | {{Species link|Beavers|large}}
! style="width:70px" | {{Species link|Foxes|large}}
! style="width:70px" | {{Species link|Harpies|large}}
! style="width:70px" | {{Species link|Humans|large}}
! style="width:70px" | {{Species link|Lizards|large}}
|-
| style="vertical-align:middle; font-weight:bold;" | Break Interval
| 02:00
| 02:00
| 01:40
| style="vertical-align:middle;" | 02:00
| style="vertical-align:middle;" | 01:40
|}
 
== Sacrificing ==
:''Main article: [[Sacrificing]]''
[[File:Sac menu.png|right|300px]]
[[#Fuel | Fuel]] can be sacrificed in [[#Hearth Types | Ancient Hearths]] to temporarily gain powerful positive effects. Sacrificing is extremely resource intensive and requires significant labor investment, or even restructuring of the whole settlement, should you wish you keep it up for an extended period.


== Hearth Types ==
== Corruption ==
[[File:hearthcorruption.png|thumb|300px|Corruption bar in the Ancient Hearth]]
:''Main article: [[Blightrot#Corruption]]''


=== Ancient Hearths ===
Blightrot infects Hearths. The more [[Blightrot Cysts]] a Viceroy generates from [[Rain Engine]] use or [[Glade Events]], the faster their Hearths get corrupted during [[Storm Season]], when Blightrot Cysts open up. Once the [[#Hearth Types | Ancient Hearth]] reaches the Corruption limit, it triggers '''Voice of the Sealed Ones'''. Voice of the Sealed Ones sends out 3 ghosts from the Ancient Hearth that seek out and kill 3 random [[villagers]]. As soon as the Hearth discharges, Corruption is reset to 0 and starts rising again.


<blockquote>
<br/>
The heart of the colony is protected by the Holy Flame.  Villagers gather here to rest, eat, and receive clothing.  If the fire goes out, people will lose hope.
</blockquote>


=== Small Hearths ===
== Perks and Cornerstones influencing Hearths ==
<blockquote>
Small Hearths cannot be built to close to the Ancient Hearth or to each other - the ranges of your Hearths (approx. radius of 9 squares) may never overlap.


Small Hearths are identical to Ancient Hearths, except you do not receive a Firekeeper bonus and you cannot sacrifice Fuel.  It is OK if Small Hearths go out, but Villagers will be unable to rest or fulfill their needs at an unlit Hearth and will instead travel to the nearest available lit Hearth.
{{Perks|caption=Hearth Perks and Cornerstones|description=Hearth|exclude=FuelConsumption -33, Hauler Break Interval, Artifact for Dangerous Relic}}
</blockquote>


== Hearth Tips ==
== Hearth Tips ==


* Use {{Species link|Beavers}} as Hearthkeepers when you are running low on Fuel and {{rl|Wood}}, especially on [[Marshlands]] and the [[Sealed Forest]].
* Use {{Species link|Beavers}} as Hearthkeepers when you are running low on fuel and {{rl|Wood}}, especially on [[Marshlands]] and the [[Sealed Forest]].
* {{Species link|Harpies}} are nifty as Hearthkeepers before and after Glade Events to carry goods to and from these Events.
* {{Species link|Harpies}} are nifty as Hearthkeepers before and after [[Glade Events]] to carry goods to and from these Events.
* {{Species link|Foxes}} are excellent during the [[Storm Season]] as Hearthkeepers to keep [[Hostility]] down and stop [[Forest Mysteries]] from triggering.
* {{Species link|Foxes}} are excellent during the [[Storm Season]] as Hearthkeepers to keep [[Hostility]] down and stop [[Forest Mysteries]] from triggering.
* {{Species link|Humans}} are invaluable when playing [[World Map#World_modifiers|World Modifiers]] like "Land of Greed" to slow down the Queen's [[Impatience]].
* {{Species link|Humans}} are invaluable when playing [[World Map#World_modifiers|World Modifiers]] like '''Land of Greed''' to slow down the Queen's [[Impatience]].
* {{Species link|Lizards}} as Hearthkeepers will help you in achieving [[Resolve]] - based Orders.
* {{Species link|Lizards}} as Hearthkeepers will help you in achieving [[Resolve]] - based Orders.
 
* Since [[#Firekeeper bonus | Firekeepers]] in [[#Hearth Types | Small Hearths]] don't offer a species-specific bonus like they do in the [[#Hearth Types | Ancient Hearth]], you can take advantage of its {{sl|Warmth}} specialization synergy with Lizards.
Since Firekeepers in Small Hearths don't offer a species-specific bonus like they do in the Ancient Hearth, you can take advantage of its Warmth specialization synergy with Lizards.
 
It is generally a good idea to have a [[File:Main Storage icon.png|14px]] [[Warehouse]] very near to each Hearth because Villagers on break will need to visit a Warehouse in order to gather food and service goods and then return to the Hearth to take their break.

Latest revision as of 11:50, 6 May 2024

A Hearth Fully Upgraded

Overview

Hearths are the heart of the settlement. Every settlement starts with an Ancient Hearth and can construct other Small Hearths from the City Buildings menu. Hearths are buildings with Warmth Specialization Warmth Specialization that employ a single Firekeeper to keep the Hearth lit by burning fuel. Fuel can also be Sacrificed in the Ancient Hearth. Every villager takes their breaks at the nearest Hearth to warm themselves, eat, and fulfill their needs. By upgrading the Hearth with decorations, housing, and Service buildings, you can unlock up to 3 tiers of stackable benefits. The Ancient Hearth can get corrupted at Veteran Difficulty and higher.

Hearth Types

Ancient Hearths

The heart of the colony is protected by the Holy Flame. Villagers gather here to rest, eat, and receive clothing. If the fire goes out, people will lose hope. No Hope Resolve effect: -20 Resolve.

Small Hearths

Small Hearths cannot be built too close to the Ancient Hearth or to each other - the ranges of your Hearths (approx. radius of 9 squares) may never overlap.

Small Hearths are identical to Ancient Hearths, except you do not receive a Firekeeper bonus and you cannot Sacrifice fuel. It is OK if Small Hearths go out, but villagers will be unable to rest or fulfill their needs at an unlit Hearth and will instead travel to the nearest available lit Hearth.

Fuel

Allowed fuel.png

There are 4 fuels that can be burned in Hearths: Coal Coal, Sea Marrow Sea Marrow, Oil Oil, and Wood Wood. Each Hearth you have in the settlement consumes fuel.

You can decide which type of fuel will be burned in each Hearth using the checkboxes next to the fuel types in the Allowed Fuel menu. All Hearths share this setting. If you have multiple fuels selected, the leftmost one will always burn first. There are also options in the settings that allow you to customize which fuels are automatically enabled when starting a new settlement.

Fuel burn time
Fuel Base burn time With Beaver Firekeeper With all Upgrades With Beaver Firekeeper
and all Upgrades
Coal Coal 40 seconds 50 seconds 52 seconds 71 seconds
Sea Marrow Sea Marrow 40 seconds 50 seconds 52 seconds 71 seconds
Oil Oil 25 seconds 31 seconds 32 seconds 44 seconds
Wood Wood 12 seconds 15 seconds 15 seconds 21 seconds

Firekeeper bonus

Every settlement starts with an Ancient Hearth which must always remain lit. If the fire goes out, all villagers will lose 20 Resolve. To keep the flame burning, a Firekeeper and a steady supply of fuel is needed. The job of a Firekeeper is to bring fuel to the Hearth they are assigned to. They spend most of their time idle otherwise. Your choice of Firekeeper in the Ancient Hearth will grant your settlement a species-specific bonus. Small Hearth Firekeepers don't provide any bonuses.

Species Bonus Effect Description
Beavers Beavers Firekeeper Bonus Beaver.png
Pragmatic Frugality
Fuel burns 20% longer Beaver firekeepers know a lot about burning techniques.
Foxes Foxes Firekeeper Bonus Fox.png
Forest Affinity
-2/3/4/6 Hostility from opened Glades.
Scales with Difficulty
Fox firekeepers have an unusual ability to calm the forest.
Harpies Harpies Firekeeper Bonus Harpy.png
Light as a Feather
+5 to global carrying capacity Harpy firekeepers can teach villagers how to be more nimble and agile.
Humans Humans Firekeeper Bonus Human.png
Beacon
Queen's Impatience grows 25% slower Human firekeepers create a special link with the Citadel.
Lizards Lizards Firekeeper Bonus Lizard.png
Sacred Pyre
+1 to global Resolve Lizard firekeepers are very adept at ancient rites.

Hearth upgrades

Decorations Needed

Level 1 Hearth upgrade is available from the start. Upgrading to level 2 and 3 requires you to unlock levels 2 and 4 of the Brass Forge respectively.

Click on the Hearth to see what is required to upgrade. As seen on the image on the right in the Upgrade Requirements section, we still need 4 Comfort Decorations and 4 Aesthetics Decorations before the Hearth upgrades to level 2.

  • Housing, Decorations, and Service buildings need to be placed fully within the Hearth Radius for them to count towards upgrades.
  • The Hearth upgrades itself automatically once all the requirements are fulfilled.
  • Both Ancient and Small Hearths can be upgraded.
Upgrades Name Requirements Bonus Description
HearthT0.png
Base Level
- - -30 Hostility -
Icon UI Encampment.png
Level I
Encampment 8 Housed villagers +1 Global Resolve Gathered around the blazing fire, folks keep each other's spirits high.
4 Comfort Decorations +150 Corruption Resistance
Icon UI Neighborhood.png
Level II
Neighborhood 14 Housed villagers +1 Global Resolve Some viceroys say aesthetics don't matter out in the wilds, but you know better than that.
8 Comfort Decorations +150 Corruption Resistance
4 Aesthetics Decorations +10% global production speed
Icon UI Disctrict.png
Level III
District 20 Housed villagers +1 Global Resolve The town is booming with activity and industry thrives.
1 Service building +150 Corruption Resistance
16 Comfort Decorations +10% global double production chance
8 Aesthetics Decorations
4 Harmony Decorations

Villager breaks

Main article: Breaks

Every few minutes villagers have to return to a nearby Hearth for a break, to eat, rest, and satisfy needs. All consumption happens during breaks. Villagers of different species take breaks at different Intervals.

Species Beavers Beavers Foxes Foxes Harpies Harpies Humans Humans Lizards Lizards
Break Interval 02:00 02:00 01:40 02:00 01:40

Sacrificing

Main article: Sacrificing
Sac menu.png

Fuel can be sacrificed in Ancient Hearths to temporarily gain powerful positive effects. Sacrificing is extremely resource intensive and requires significant labor investment, or even restructuring of the whole settlement, should you wish you keep it up for an extended period.

Corruption

Corruption bar in the Ancient Hearth
Main article: Blightrot#Corruption

Blightrot infects Hearths. The more Blightrot Cysts a Viceroy generates from Rain Engine use or Glade Events, the faster their Hearths get corrupted during Storm Season, when Blightrot Cysts open up. Once the Ancient Hearth reaches the Corruption limit, it triggers Voice of the Sealed Ones. Voice of the Sealed Ones sends out 3 ghosts from the Ancient Hearth that seek out and kill 3 random villagers. As soon as the Hearth discharges, Corruption is reset to 0 and starts rising again.


Perks and Cornerstones influencing Hearths

Hearth Perks and Cornerstones
Name Rarity Description Sources Price
Alt Cor Ord Rel Tra
Alarm Bells Alarm Bells Legendary The Brass Order's newest invention. All workers have a +5% higher chance of producing double yields for every 90 points of expected Corruption per minute in the Ancient Hearth. x Cor x x x 0
Alarm Bells (Stormforged) Alarm Bells (Stormforged) Mythic The Brass Order's newest invention. All workers have a +33% higher chance of producing double yields for every 100% points of expected Corruption per minute in the Ancient Hearth. Alt x x x x 0
Ancient Stabilizer Ancient Stabilizer None The Ancient Hearth's resistance to corruption is increased by 100. x x Ord x x 0
Baptism of Fire Baptism of Fire Legendary Every 3 burnt Blightrot Cysts lowers Hostility by 10. While the Hearth is corrupted, you’re unable to sacrifice resources. x Cor x x x 0
Fiery Wrath Fiery Wrath Epic Resources you sacrifice in the Ancient Hearth burn 5% longer for every Impatience Point you have. x Cor x x x 0
Firekeeper Letters Firekeeper Letters Epic The exchange of knowledge between firekeepers can be very beneficial. The maximum number of sacrifice stacks in the Ancient Hearth is increased by +1 for every 2 ongoing trade routes. x x x x Tra 30
Firekeeper's Prayer Firekeeper's Prayer Legendary Glade event work speed increased by 30%. Resources you sacrifice in the Ancient Hearth burn 25% quicker. x Cor x x x 0
Firekeeper's Prayer (Stormforged) Firekeeper's Prayer (Stormforged) Mythic Glade event work speed increased by 30%. Resources you sacrifice in the Ancient Hearth burn for 30% longer. Alt x x x x 0
From the Shadows From the Shadows Legendary Confused, empty-eyed creatures emerge from the Hearth. Each time Voice of the Sealed Ones triggers after the Hearth reaches 100% Corruption, 3 new villagers appear in the settlement. x Cor x x x 0
Generous Gifts Generous Gifts Epic Wealthy settlements attract wealthy settlers. Newcomers bring 40% more goods with them for every Hearth level gained. x Cor x x x 0
Generous Gifts (Stormforged) Generous Gifts (Stormforged) Mythic Wealthy settlements attract wealthy settlers. Newcomers bring 75% more goods with them for every Hearth level gained. Alt x x x x 0
Mark of the Sealed Ones Mark of the Sealed Ones Legendary A faint image of an underwater landscape shimmers inside the ancient jewel. While the Ancient Hearth is being corrupted, resources sacrificed in it burn 50% longer. x Cor x x x 0
Obsidian Runestone Obsidian Runestone Epic A complicated runic structure, designed to shield the hearth from corruption. The Ancient Hearth's resistance to corruption is increased by 400. x Cor x x x 0
Prayer Book Prayer Book Epic Scouts work 10% faster on Glade Events for every firekeeper assigned to a Hearth. x Cor x x x 0
Prayer Book (Stormforged) Prayer Book (Stormforged) Mythic Scouts work 20% faster on Glade Events for every firekeeper assigned to a Hearth. Alt x x x x 0
Queen's Gift Queen's Gift Legendary A mysterious Amber orb with a magical flame trapped within. Increases the Ancient Hearth's resistance by 150 for every woodcutter in your settlement. x Cor x x x 0
Safe Haven Safe Haven Legendary Hostility is reduced by 40 for every Hearth upgraded to: Neighborhood (Level 2) (or higher). x Cor x x x 0
Secret Techniques of the Firekeeper Secret Techniques of the Firekeeper Rare An old manuscript detailing long-forgotten burning rites. Fuel consumption in Hearths is decreased by 25%. x x Ord Rel Tra 21
Secret Techniques of the Firekeeper (Stormforged) Secret Techniques of the Firekeeper (Stormforged) Mythic An old manuscript detailing long-forgotten burning rites. Fuel consumption in Hearths is decreased by 33%. Resources you sacrifice in the Ancient Hearth burn for 25% longer. Alt x x x x 0

Hearth Tips