Hearths: Difference between revisions
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{{Version|1.3.3}} | |||
{{Buildingbox|Ancient Hearth}} | |||
== Overview == | == Overview == | ||
Hearths are the heart of the | 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. | ||
== | == Hearth Types == | ||
; 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> | |||
[[ | {| class="wikitable" style="float:right; margin-right: 0px;" | ||
|+ Small Hearth construction cost | |||
|- | |||
! Base | |||
! At [[Prestige]] 6+ | |||
|- | |||
| 5 {{rl|Planks}}<br />5 {{rl|Bricks}}<br />2 {{rl|Wildfire Essence}} | |||
| 8 {{rl|Planks}}<br />8 {{rl|Bricks}}<br />3 {{rl|Wildfire Essence}} | |||
|} | |||
; 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 == | |||
[[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. | |||
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. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Fuel burn time | |||
|- | |- | ||
! style=" | ! style="font-weight:bold;" | Fuel | ||
! style=" | ! style="font-weight:bold;" | Base burn time | ||
! style=" | ! style="font-weight:bold;" | With [[Beaver]] [[#Firekeeper bonus | Firekeeper]] | ||
! style=" | ! style="font-weight:bold;" | With all [[Upgrades]] | ||
! style=" | ! style="font-weight:bold;" | With Beaver Firekeeper<br/>and all Upgrades | ||
|- | |- | ||
| | | {{rl|Coal|medium}} | ||
| | | 40 seconds | ||
| | | 50 seconds | ||
| 52 seconds | |||
| | | 71 seconds | ||
| | |||
| | |||
|- | |- | ||
| | | {{rl|Sea Marrow|medium}} | ||
| | | 40 seconds | ||
| | | 50 seconds | ||
| | | 52 seconds | ||
| | | 71 seconds | ||
|- | |- | ||
| | | {{rl|Oil|medium}} | ||
| | | 25 seconds | ||
| | | 31 seconds | ||
| | | 32 seconds | ||
| | | 44 seconds | ||
|- | |- | ||
| | | {{rl|Wood|medium}} | ||
| | | 12 seconds | ||
| | | 15 seconds | ||
| | | 15 seconds | ||
| | | 21 seconds | ||
|} | |} | ||
== 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;" | ||
|- | |- | ||
| {{Species link|Beavers|large}} | ! style="width:70px; font-weight:bold;" | Species | ||
| | ! style="font-weight:bold;" | Bonus | ||
! style="font-weight:bold;" | Effect | |||
! style="font-weight:bold;" | Description | |||
|- | |||
| style="text-align:left" | {{Species link|Beavers|large}} | |||
| {{Perk|LimeGreen|File:Icon FirekeeperBonus 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}} | | style="text-align:left" | {{Species link|Foxes|large}} | ||
| | | {{Perk|LimeGreen|File:Firekeeper Bonus Fox.png|64px}} </br>'''Forest Affinity''' | ||
| -2/3/4/6 [[Hostility]] from opened Glades.</br>Scales with [[Difficulty]] | | -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}} | | style="text-align:left" | {{Species link|Frogs|large}} | ||
| | | {{Perk|LimeGreen|File:Firekeeper Bonus Frog.png|64px}} </br>'''Amphibian Leadership''' | ||
| Newcomers will arrive 50% quicker | |||
| ''Frog firekeepers may not be the most skilled at fire rituals, but they are great leaders.'' | |||
|- | |||
| style="text-align:left" | {{Species link|Harpies|large}} | |||
| {{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}} | | style="text-align:left" | {{Species link|Humans|large}} | ||
| | | {{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}} | | style="text-align:left" | {{Species link|Lizards|large}} | ||
| | | {{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.'' | ||
|- style="vertical-align:middle;" | |||
|} | |} | ||
== | == 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 | |||
|} | |||
== 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. | |||
{| 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|Frogs|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 | |||
| style="vertical-align:middle;" | 02:30 | |||
| 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. | |||
== | == Corruption == | ||
[[File:hearthcorruption.png|thumb|300px|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 [[#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. | |||
< | <br/> | ||
== | == Perks and Cornerstones influencing Hearths == | ||
{{Perks|caption=Hearth Perks and Cornerstones|description=Hearth|exclude=FuelConsumption -33, Hauler Break Interval, Artifact for Dangerous Relic}} | |||
== Hearth Tips == | == Hearth Tips == | ||
* Use {{Species link|Beavers}} as Hearthkeepers when you are running low on | * 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 | * {{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. |
Latest revision as of 02:16, 18 November 2024
Ancient Hearth
Hearth
(City Buildings)
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.
Specialization bonus:
Warmth (Comfort)
Construction
None
0 | City score |
0 | Build time |
4 × 4 | Building size |
Not movable
ID = 'Small Hearth'
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 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.
Base | At Prestige 6+ |
---|---|
5 Planks 5 Bricks 2 Wildfire Essence |
8 Planks 8 Bricks 3 Wildfire Essence |
- 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
There are 4 fuels that can be burned in Hearths: Coal, Sea Marrow, Oil, and 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 | Base burn time | With Beaver Firekeeper | With all Upgrades | With Beaver Firekeeper and all Upgrades |
---|---|---|---|---|
Coal | 40 seconds | 50 seconds | 52 seconds | 71 seconds |
Sea Marrow | 40 seconds | 50 seconds | 52 seconds | 71 seconds |
Oil | 25 seconds | 31 seconds | 32 seconds | 44 seconds |
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 | Pragmatic Frugality |
Fuel burns 20% longer | Beaver firekeepers know a lot about burning techniques. |
Foxes | Forest Affinity |
-2/3/4/6 Hostility from opened Glades. Scales with Difficulty |
Fox firekeepers have an unusual ability to calm the forest. |
Frogs | Amphibian Leadership |
Newcomers will arrive 50% quicker | Frog firekeepers may not be the most skilled at fire rituals, but they are great leaders. |
Harpies | Light as a Feather |
+5 to global carrying capacity | Harpy firekeepers can teach villagers how to be more nimble and agile. |
Humans | Beacon |
Queen's Impatience grows 25% slower | Human firekeepers create a special link with the Citadel. |
Lizards | Sacred Pyre |
+1 to global Resolve | Lizard firekeepers are very adept at ancient rites. |
Hearth upgrades
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 |
---|---|---|---|---|
Base Level |
- | - | -30 Hostility | - |
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 | |||
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 | |||
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 | Foxes | Frogs | Harpies | Humans | Lizards |
---|---|---|---|---|---|---|
Break Interval | 02:00 | 02:00 | 02:30 | 01:40 | 02:00 | 01:40 |
Sacrificing
- Main article: Sacrificing
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
- 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
Name | Rarity | Description | Sources | Price | ||||
---|---|---|---|---|---|---|---|---|
Alt | Cor | Ord | Rel | Tra | ||||
Alarm Bells | Legendary | The Brass Order's newest invention. All workers have a +5% higher chance of producing double yields for every 110 points of expected corruption per minute in the Ancient Hearth. | x | Cor | x | x | x | 0 |
Alarm Bells (Stormforged) | Mythic | The Brass Order's newest invention. All workers have a +10% 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 | Uncommon | The Ancient Hearth's resistance to corruption is increased by 100. | x | x | Ord | x | x | 0 |
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 | 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 | 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 | 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) | 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 | Legendary | Confused, empty-eyed creatures emerge from the Hearth. Every 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 | 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) | 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 | Legendary | A faint image of an underwater landscape shimmers inside the ancient jewel. While the Ancient Hearth is being corrupted, resources sacrificed within it burn 50% longer. | x | Cor | x | x | x | 0 |
Obelisk Obelisk | Rare | Making the right offering at the Obelisk reduces Hostility by ‑10 and increases the Ancient Hearth's resistance by +100. | x | x | x | x | x | 0 |
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 |
Pragmatic Frugality | None | Beaver firekeepers know a lot about different burning techniques. Fuel consumption in Hearths is decreased by 20%. | x | x | x | x | x | 0 |
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) | Mythic | Scouts work 20% faster on Glade Events for every firekeeper assigned to a Hearth. | Alt | x | x | x | x | 0 |
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 | 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 | 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) | 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
- Use Beavers as Hearthkeepers when you are running low on fuel and Wood, especially on Marshlands and the Sealed Forest.
- Harpies are nifty as Hearthkeepers before and after Glade Events to carry goods to and from these Events.
- Foxes are excellent during the Storm Season as Hearthkeepers to keep Hostility down and stop Forest Mysteries from triggering.
- Humans are invaluable when playing World Modifiers like Land of Greed to slow down the Queen's Impatience.
- Lizards as Hearthkeepers will help you in achieving Resolve - based Orders.
- 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.