Stats for Classes

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! :merry:

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

6 Likes

For farmers, you would want either body or mind. Some guys like to have body as he will run faster between fields. I like mind on my first farmer so he can level faster (mind gives more xp) giving me early access to tree farms. Or an early cook.

Trappers will need high spirit if you want them to became shepherds later, and low spirits if you don’t want him having a lot of pets. Body to run faster too.

Mind is good for herbalists that will not become a cleric later, so you can reach high level potions faster.

Weaver can benefit from green thumb too, when he uses the silkweed in his recipes.

And you mention green thumb for cleric? Why?

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if you give a to high Diligence the will sleep forever, and inventiveness is a bit weird. but all other work as planned at super high levels.

I didn’t think about that! Thanks for the reply

Here’s my opinion for an Army Build and Stats.
Sorry for my bad grammar in advance.


Footman

I don’t use footmen (sorry), If they’re available to become a knight or an archer, I’ll promote them in a heartbeat.
Stats: (Pick stats that benefit its tier 2 class/job)
Traits: (Traits that benefit its tier 2 class/job)
Head Count per Town Size: 0:20, 0:30-40, 0:50


Knight

The meat shields of the party (pun not intended), Since mobs don’t have prior hearthling targets (except for the door ogres) they are the best for tanking and distracting enemies. With the right cleric by their side, they are invincible.

Stats:
Mind: 3+. The party will carry the xp for all so no need to worry about a high mind since they will level up fast with the right party.
Body: 4+. Yeah. sure. More body means more health (you’re lucky if you have a 6 Body) but for a knight, armor is everything. Their kits makes them more bulkier and more robust against damage so no need for high health.
Spirit: FLAT 6. For a knight, courage and willpower are their key to win a battle. A coward knight is no knight at all. Their kits give others more boost for their high spirit stats.

Traits: any of the following:
Passionate Knight: Will be more happy, Will perform well. (I mean, why not? Right?)
Courageous: A knight needs to defend his team no matter what.
Featherweight: Speed for faster rallying. Compensates for its low Body stats.

Head Count per Town Size: 2:20, 3:30-40, 4:50
(If you’re gonna ask, “why so few?”, well the key is, have more clerics than knights. trust me, it works.)


Archers

The bread and butter of the army, keeps the enemies at bay with their cold arrows and dead with their kits such as armor penetration and double shot. 3 of these can shred even the toughest varanus on the field.

Stats:
Mind: 6. I will recommend a 6 for faster xp but you can go lower if you want to. Faster xp gain means more kits that can be unlock which equals to stronger archers early on.
Body: 6. DON’T GO LOWER. Every damage counts. A high body means high damage, health is not important even if you have 6 Body since archer don’t tank enemies.
Spirit: 2-. Which means 2 or lower. You can go higher if you want to but for what? They don’t go at the frontlines to fight. They’re at the back, kiting (jargon/term/slang for hit and run) and killing enemies from afar.

Traits: any of the following:
Passionate Archer: Will be more happy, Will perform well. (I mean, why not? Right?)
Featherweight: Speed for faster rallying and kiting.
Pack Mule: Only if you have slow moving knight.

Head Count per Town Size: 5:20, 8-12:30-40, 20-25:50 or more, go crazy
(Just imagine a volley of arrows at 1 enemy at a time. Cool huh? Let your knights distract them while you command your archers to pinpoint 1 enemy at time and you’ll see how fast those mobs die.)


Clerics

Your #1 support for your knights. The (insert MOBA support character here) of (insert name of MOBA here). At max level, they heal much faster and larger which makes your tanks invincible.

Stats:
Mind: 6. I will recommend a 6 for faster xp but you can go lower if you want to. Faster xp gain means more kits that can be unlock which equals to quick healers early on.
Body: 2-. Which means 2 or lower. You can go higher if you want to but for what? They don’t go at the frontlines to fight. They’re at mid lanes, healing and giving the party more auras and boosts.
Spirit: 6. DON’T GO LOWER. Every healing counts. A high spirit means high healing and greater auras.

Traits: any of the following:
Passionate Cleric: Will be more happy, Will perform well. (I mean, why not? Right?)
Featherweight: Speed for faster rallying.

Head Count per Town Size: (for every 1 knight, there are 2-3 clerics backing him up)
(Just enough clerics to keep a steady flow of healing to your party.)


Thank you for reading!

2 Likes

Keep in mind that even if you are not using footman, you should always level them to 6 before promoting (unless it is your first, then it is important to promote fast).
This is because its level will give more HP. I usually change their jobs so they are all level 6 in footman, knight and archer, for a total of 18 levels. Fighting classes level ultra fast anyway in high tier battles.

2 Likes

Thanks for this knowledge! really helps me out

The only problem now is: where do I get a hearthling character editor to edit the jobs everyone has the right one? xD

1 Like

Yeah. I forgot about this, HP levels stacks which means more level (even if not your intended job) means more hp. Thanks for pointing this out.

I used to do this when kits still stacks with each other after promoting (ex: knights have cleave from a lvl6 footman promotion) but was fixed so… :disappointed_relieved: no perfect soldier.
see this… This bug can be utilize! (before :disappointed_relieved:)

Super excellent. Thanks for the guide!

I’m pretty sure the chance to craft fine etc. items was moved from Mind to Spirit. I’m not sure what other changes to stats have been made since A21.

1 Like

really? can someone (official staff) confirm this? I need an adult.

image

1 Like