This article is current for Alpha 19, however, class promotions if playing Rayya's Children have not been added.
Classes are specializations of your base Worker class in Stonehearth. By promoting your workers to a new class, they will gain access to special abilities that each class provides. As of now, not all classes have been implemented nor all their specific skills decided, but each class will contribute in some way to defending or expanding your settlement. Additional classes can also be added to the game through mods.
- 1 Current Classes
- 2 Planned Classes
- 3 Promoting
- 4 Levels and Perks
Current Classes[edit | edit source]
These classes can be separated into three groups: producers (farmers, shepherds, and trappers), professionals (blacksmiths, carpenters, cooks, engineers, herbalists, masons, potters, and weavers), and protectors (archers, clerics, footmen, and knights).
Workers perform basic tasks like harvesting resources, hauling stuff around, and constructing buildings.
Workers are your base class in Stonehearth. All of your hearthlings start as Workers that can be promoted to other advanced classes. They don't have specialized skills, but they can do all three basic tasks: building, mining, and hauling. Workers will also use whatever tool they may have to fight enemies if Town Alert is activated.
It is advised to leave 2 hearthlings as workers, because as they are promoted to any class other than the Mason, they will lose their ability to mine or to build, or both.
Producers[edit | edit source]
Farmers till fields and harvest crops, providing a consistent food supply and raw materials for baked goods.
Farmers are promoted from Workers using a Farmer's Hoe and can be further advanced to a Cook. They plow fields, plant crops, and harvest them. They provide a steady source of food, which can later be used by the Cook to make dishes.
The Trapper's snares capture and (ahem) "harvest" small creatures for a reliable source of food and supplies.
Trappers are promoted from Workers using a Trapper's Knife and can be further advanced to a Shepherd. They set up traps to catch small creatures for their hide and meat in designated areas. A level 2 Trapper can charm a trapped creature to be a pet.
Domesticates wild animals and harvests them for food and materials.
Shepherds are promoted from Trappers using a Shepherd's Crook and are the final class for its class tree. They befriend a variety of creatures (poyos, rabbits, and sheep) to bring them back to the town.
Poyos lay eggs every now and then, and when harvested, Raw Poyo Meat and Poyo Feathers. Rabbits don't provide anything but multiply the fastest amongst the three creatures. When harvested, they provide Raw Meat and Fur Pelt. Sheep are sheared by the Shepherd, providing wool, and when harvested, Raw Mutton Meat.
These creatures also get hungry and require animal feed cooked by the Cook.
Professionals[edit | edit source]
Professionals grant access to new recipes.
The blacksmith refines raw ore into metal bars, then uses those bars to craft weapons, armor, and building parts like gates.
Blacksmiths are promoted from Workers using a Blacksmith's Hammer and can be further advanced to an Engineer. They craft metal armors and weapons. They can also craft the storage with the highest capacity, Vaults, although it requires a level 6 Blacksmith.
The carpenter crafts tools and furniture from wood. The tools he makes unlocks several other jobs.
Carpenters are promoted from Workers using a Carpenter's Saw and are the final class for its class tree. They craft wood-related furniture, decorations, and storages.
They craft seven promotion tools: Weaver's Spindle, Wooden Practice Sword, Farmer's Hoe, Herbalist's Staff, Mason's Hammer and Chisel, Archer's Bow, and Shepherd's Crook. This is the highest number of promotion tools a class can craft.
Cook[edit | edit source]
The cook makes delicious, hearty meals from base vegetables and meats.
Cooks are promoted from Farmers using a Cook's Spoon and are the final class for its class tree. They cook various meals that take longer to rot than raw ingredients and animal feed for the Shepherd's creatures.
The engineer creates advanced contraptions and defensive weaponry.
Engineers are promoted from Blacksmiths using an Engineer's Wrench and are the final class for its class tree. They craft turrets that attack nearby enemies in front of it and traps that trigger when an enemy steps on it. Enemies can destroy these structures. They have a limit on how many turrets and traps they can place. They can also craft Ironclad Doors that can be locked by the player to lock hearthlings in a location.
Heals units with crafted balms and bandages.
Herbalists are promoted from Workers using a Herbalist's Staff and can be further advanced to a Cleric. They use flowers and herbs to craft healing potions and bandages that they use to heal wounded hearthlings when they are on a bed. They also craft potions that grant buffs to all hearthlings of the town.
Mason[edit | edit source]
The Mason crafts building materials and decorative items from stone.
Masons are promoted from Workers (Ascendancy) or Potters (Rayya's Children) using a Mason's Hammer and Chisel and can be further advanced to a Potter (Ascendancy). They craft stone-related furniture, decorations, and storages. They can be considered the stone-counterpart of Carpenters.
The Mason is also the only class, besides the Worker, to be able to both mine and build.
Makes useful goods from clay. Upgradeable to the Mason
Potters are promoted from Masons (Ascendancy) or Workers (Rayya's Children) using a Potter's Cutter and can be further advanced to a Mason (Rayya's Children). They craft clay-related furniture, decorations, and storages.
The Weaver makes thread, fabrics and hangings from fiber and dye.
Protectors[edit | edit source]
Protectors patrol the town, attack nearby enemies, and have combat-related abilities. They cannot haul, mine, nor build.
A ranged combat unit that shoots foes with arrows
Archers are promoted from Footmen using an Archer's Bow and are a final class for its class tree, beside the Knight. Archers attack enemies from a distance with their bow and can equip quivers that change the effects of their arrows.
Archers can equip a bow and a quiver. There are currently only two quivers available: spiky quivers that slow enemies and fire quivers that burn enemies. The player can also change which arrows the Archer will use between the equipped quiver's arrows, or default arrows.
A combat healer
Clerics are promoted from Herbalists and is the final class for its class tree. Clerics heal wounded hearthlings and provide buffs to them, even in combat.
The Footman is a melee fighter. A good choice for the backbone of your town's defense.
Footmen can use either of the two kinds of melee weapons: one-handed weapons and a shield, or two-handed weapons. The Footman will choose a two-handed weapon over a one-handed weapon and a shield if the two-handed weapon has more damage than the equipped one-handed weapon.
A defensive combatant focused on protecting allies from harm.
Knights are promoted from Footmen using a Knight's Shield and are a final class for its class tree, beside the Archer. Knights gain the ability to pull aggro from other hearthlings towards himself, making him the target of the enemies, leaving your other hearthlings with breathing space.
Knights, after promotion from Footmen, use the Knight's Shield as their own shield and also get their own armor. They can also only use one-handed weapons and a shield. They cannot use two-handed weapons.
Planned Classes[edit | edit source]
Team Radiant has plans to add many other classes to Stonehearth as new versions of the game are released. The following is a list of all planned classes for Stonehearth. However be wary that this list of planned classes is not definitive and may be changed by the developers.
- Big Game Hunter
- Treasure Hunter
Promoting[edit | edit source]
Promoting is the act of changing a villager from one class to another. All villagers start as the Worker class, and then can be promoted to any class they meet the equipment and experience requirements for. To change a villager's class you can either enter the "Citizens" menu and click the name of the villager you want to promote or click on the villager itself. Then click the "Change Jobs" button and you will be presented with the promotion screen (pictured right). Select which class you want to change to, and click the stamp to approve the promotion. The villager will drop any tools they're currently carrying and run and pick up any new tools required by their new class.
The "Choose a Job" screen shows all the information about each class in the game. Each class shows it icon, along with lines connecting one job to other jobs that are prerequisites or possible upgrades. If the villager you are inspecting meets the requirements for a job and you have any required tools, then the job will have a blue background. Jobs for which the requirements are not met will have a gray background. Tool requirements can be met by crafting the required tools at a workshop. Depending on what tool is being crafted, different workshops may be needed.
Levels and Perks[edit | edit source]
As you place work orders and your villagers complete actions, they will gain experience. Once a villager has reached a certain threshold, they will gain a new level, 1 health and potentially a new perk. There is a maximum of 6 levels per class. A list of perks for each class can be found on each classes specific page. Experience is per class, and is not carried over if you change a villager to a new job. Perks gained from level ups are also lost upon job changes. Experience and perks are not totally lost, however, as if you change a villager back to their original class, they will retain all their previously gained experience and perks.
|Experience requirements for each level|
|Level||Experience Required||Cumulative Total|
Given the health gain per level, it's possible but lengthy to get a single Protector to have a bit more health by leveling through multiple classes. Classes that don't require materials to level include:
- Cleric (Herbalist prerequisite does though)
Theoretically, if a Level 6 Herbalist went through the 4 Protector classes to Level 6, you could have a Knight with 210 more health than if you went straight from a Level 3 Footman to Knight. This is especially useful if you are worried about performance issues from having too many Hearthlings but still wish to run through the Campaigns.