# Stats for Classes

**URL:** <https://discourse.stonehearth.net/t/stats-for-classes/30294>\
**Category:** Gameplay\
**Created:** [May 15, 2017, 10:59pm UTC](https://discourse.stonehearth.net/t/stats-for-classes/30294 "2017-05-15T22:59:23Z")\
**Posts on this page:** 12\
**Page:** 1

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**Author:** ![Matthias](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/matthias/32/61991_2.png) [@Matthias](https://discourse.stonehearth.net/u/Matthias)\
**Post date:** [May 15, 2017, 10:59pm UTC](https://discourse.stonehearth.net/t/stats-for-classes/30294/1 "2017-05-15T22:59:23Z")

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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

> **[Jobs](https://stonehearth.fandom.com/wiki/Jobs)**
>
> This article is current for Stonehearth Release 1.1 and updated as of January 19th, 2019 Jobs are specializations of your base Worker job in Stonehearth. By promoting your workers to a new job, they will gain access to special abilities and/or...

Traits

> [@Summary of all Hearthling Traits!](https://discourse.stonehearth.net/t/summary-of-all-hearthling-traits/29673):
>
> Here is a quick little something that I put together describing the current available traits for our Hearthlings. Feedback is always welcome!

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<div class="post-metadata">

**Author:** ![BrunoSupremo](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/brunosupremo/32/54819_2.png) [@BrunoSupremo](https://discourse.stonehearth.net/u/BrunoSupremo)\
**Post date:** [May 15, 2017, 11:13pm UTC](https://discourse.stonehearth.net/t/stats-for-classes/30294/2 "2017-05-15T23:13:15Z")

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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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**Author:** ![Maltek](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/maltek/32/38765_2.png) [@Maltek](https://discourse.stonehearth.net/u/Maltek)\
**Post date:** [May 16, 2017, 6:08am UTC](https://discourse.stonehearth.net/t/stats-for-classes/30294/3 "2017-05-16T06:08:27Z")

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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.

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**Author:** ![Matthias](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/matthias/32/61991_2.png) [@Matthias](https://discourse.stonehearth.net/u/Matthias)\
**Post date:** [May 16, 2017, 2:32pm UTC](https://discourse.stonehearth.net/t/stats-for-classes/30294/4 "2017-05-16T14:32:35Z")

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> [@BrunoSupremo](#):
>
> 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.

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

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**Author:** ![Hunyo18](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/hunyo18/32/49852_2.png) [@Hunyo18](https://discourse.stonehearth.net/u/Hunyo18)\
**Post date:** [May 16, 2017, 4:14pm UTC](https://discourse.stonehearth.net/t/stats-for-classes/30294/5 "2017-05-16T16:14:17Z")

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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!

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<div class="post-metadata">

**Author:** ![BrunoSupremo](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/brunosupremo/32/54819_2.png) [@BrunoSupremo](https://discourse.stonehearth.net/u/BrunoSupremo)\
**Post date:** [May 16, 2017, 4:24pm UTC](https://discourse.stonehearth.net/t/stats-for-classes/30294/6 "2017-05-16T16:24:05Z")

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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.

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**Author:** ![Hiroyugane\_DE](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/hiroyugane_de/32/72669_2.png) [@Hiroyugane\_DE](https://discourse.stonehearth.net/u/Hiroyugane_DE)\
**Post date:** [May 16, 2017, 5:42pm UTC](https://discourse.stonehearth.net/t/stats-for-classes/30294/7 "2017-05-16T17:42:43Z")

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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

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**Author:** ![Hunyo18](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/hunyo18/32/49852_2.png) [@Hunyo18](https://discourse.stonehearth.net/u/Hunyo18)\
**Post date:** [May 17, 2017, 3:47am UTC](https://discourse.stonehearth.net/t/stats-for-classes/30294/8 "2017-05-17T03:47:33Z")

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> [@BrunoSupremo](#):
>
> This is because its level will give more HP

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… 😥 no perfect soldier.  
see this… [This bug can be utilize! (before 😥)](https://discourse.stonehearth.net/t/cleric-heal-when-not-cleric/22310/3)

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<div class="post-metadata">

**Author:** ![Naevera](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/naevera/32/51593_2.png) [@Naevera](https://discourse.stonehearth.net/u/Naevera)\
**Post date:** [June 7, 2018, 11:01pm UTC](https://discourse.stonehearth.net/t/stats-for-classes/30294/9 "2018-06-07T23:01:28Z")

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Super excellent. Thanks for the guide!

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**Author:** ![paulthegreat](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/paulthegreat/32/62395_2.png) [@paulthegreat](https://discourse.stonehearth.net/u/paulthegreat)\
**Post date:** [June 8, 2018, 1:01am UTC](https://discourse.stonehearth.net/t/stats-for-classes/30294/10 "2018-06-08T01:01:39Z")

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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.

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**Author:** ![Hunyo18](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/hunyo18/32/49852_2.png) [@Hunyo18](https://discourse.stonehearth.net/u/Hunyo18)\
**Post date:** [June 8, 2018, 3:41pm UTC](https://discourse.stonehearth.net/t/stats-for-classes/30294/11 "2018-06-08T15:41:41Z")

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> [@paulthegreat](#):
>
> 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.

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

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**Author:** ![BrunoSupremo](https://sea2.discourse-cdn.com/flex022/user_avatar/discourse.stonehearth.net/brunosupremo/32/54819_2.png) [@BrunoSupremo](https://discourse.stonehearth.net/u/BrunoSupremo)\
**Post date:** [June 8, 2018, 3:46pm UTC](https://discourse.stonehearth.net/t/stats-for-classes/30294/12 "2018-06-08T15:46:54Z")

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![image](https://us1.discourse-cdn.com/flex022/uploads/stonehearth/original/3X/c/b/cb9b0b05a6a6bb7d6121eceb092cc75b6236890d.jpg)
