I’ve always been confused about Hearthling statistics and what they mean. I used to just stick random Hearthlings on random jobs, not understanding the impact of stats.
Now I’m on a quest to better understand the systems of the game, and I want to share my thoughts/discoveries. Feel free to correct if I get anything wrong!
Before I start, here are the terms I’ll be using in this post, and any future posts I make about stats.
Core Stats: The big three (Mind, Body, Spirit)
Sub-Stats: Stats determined by the big three.
Trait: A non-statistical value that influences statistics
Here are what I thought of stats:
Mind
Determines things that have to do with knowledge.
Body
Determines things that have to do with strength and stamina.
Spirit
Determines things that have to do with mood.
Brilliant, right?
Yeah… not so much.
Here is the reality:
Every Core Stat has 3 Sub-Stats that are determined by their core stat, and control everything about a Hearthling.
Mind
Diligence
Curiosity
Inventiveness
Body
Muscle
Speed
Stamina
Spirit
Courage
Willpower
Compassion
What they do:
Diligence
Determines how long sleep lasts
Curiosity
Increases experience earned
Inventiveness
Increases chance to craft a fine item
Muscle
Increases attack damage
Speed
Determines walking speed
Stamina
Increases max HP
Courage
Decreases chance of fleeing during combat
Willpower
Increases health regeneration
Compassion
Increases direct healing.
Increases max pet count.
Increases shepherd animal happiness.
Since Alpha 21, each Hearthling has at least one Trait. Traits can influence a Hearthling’s mood and performance.
Traits and what they do:
Carnivore
Hearthling prefers to eat meet, happier if can eat meet, less happy if only crops and berries available.
Herbivore
Hearthling prefers not to eat meat, happier if eating crops and berries, less happy if only meat is available.
Pessimistic
Hearthling is naturally less happy.
Optimistic
Hearthling is naturally more happy.
Featherweight
Hearthling walks faster, but carries less.
Pack Mule
Hearthling walks slower, but carries more.
Hot Head
Hearthling is less likely to back down from a fight.
Courageous
Hearthling is likely to protect others.
Callous
Hearthling’s emotions change less.
Excitable
Hearthling’s emotions change more.
Glutton
Hearthling needs to eat more to be satisfied.
Green Thumb
Hearthling likes plants, likely to be happier if a farmer, cook or herbalist.
Heart of a Crafter
Hearthling needs to craft items to stay happy.
Animal Companion
Hearthling is more likely to take a pet.
Night Owl
Hearthling is less likely to sleep at night, and more likely to sleep during the day.
Passionate (Class)
Hearthling wants to be that class, will be more happy, will perform well.
Cultist
No known effect.
So, now that I have all the stats and traits, what stats and traits are preferable for what classes? The first line is what Core Stats (Sub-Stats) are important. The second line is helpful traits.
*Passionate Class traits will be excluded from this list, as they are a given.
**The traits that aren’t seen on the list are generally helpful or harmful to all classes (i.e. Pessimistic and Optimistic)
Carpenter
Mind (Inventiveness)
Heart of a Crafter
Farmer
It seems like anyone can be a Farmer…
Green Thumb
Trapper
Spirit (Compassion)
Animal Companion
Shepherd
Spirit (Compassion)
Animal Companion
Herbalist
seems like anyone can be an Herbalist…
Green Thumb,
Potter
Mind (Inventiveness)
Heart of a Crafter
Mason
Mind (Inventiveness)
Heart of a Crafter
Blacksmith
Mind (Inventiveness)
Heart of a Crafter
Weaver
Mind (Inventiveness)
Heart of a Crafter
Footman
Body (Muscle, Stamina), Spirit (Courage, Willpower)
Courageous, Night Owl
Archer
Body (Muscle, Stamina), Spirit (Courage, Willpower)
Courageous, Night Owl
Knight
Body (Muscle, Stamina), Spirit (Courage, Willpower)
Courageous, Night Owl
Cleric
Spirit (Willpower, Compassion)
Green Thumb, Night Owl
I hope this helps people, as it definitely helps me!
EDIT: forgot to cite my resources!
Stats
Traits