This article is current for Stonehearth Release 1.1 and updated as of 19-01-2019
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 or crafting recipies that each job provides. Each Job will contribute in some way to defending or expanding your settlement. There are mainly 3 categories of jobs. Basic Workers, Crafters and Combat Roles. Additional jobs can also be added to the game through mods.
- 1 Worker
- 2 Current Jobs
- 3 Promoting
- 4 Levels and Perks
Workers perform basic tasks like harvesting resources, hauling stuff around, and constructing buildings.
Workers are your base job in Stonehearth. All of your hearthlings start as Workers that can be promoted to other advanced jobs. 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 if they are promoted to some jobs they will lose their ability to mine or to build, or both.
Current Jobs[edit | edit source]
Farmers tend to fields and harvest crops, providing a consistent food supply and raw materials for Cooked goods.
Farmers are promoted from Workers using a Farmer's Hoe and can be further advanced to a Cook when they are a level 2 farmer and are given a Cook's Spoon, Alternatively the Northern Alliance can promote to a Cook Directly from the Worker.
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 Cooked Food, which can provide certain bonuses and improve happiness. They can also grow Silkweed and Brightbells for crafting materials used by the Weaver and Herbalist. Once you have a farmer that's level 5 they can grow trees for an infinite source of wood.
The Trapper's snares capture and harvests 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 when they are level 2 and are given a Shepherd's Crook. They set up traps to catch small creatures or bugs for their hide and meat in designated areas. Animals are more commonly found in forests. A level 2 Trapper can charm a trapped creature to be a pet/ animal companion (They don't need animal feed, just normal food)
For the Northern Alliance the trapper can catch large game for more food and resources.
Domesticates wild animals and harvests them for food and materials.
Shepherds are promoted from level 2 Trappers using a Shepherd's Crook. They befriend a variety of creatures (poyos, rabbits, and sheep) to bring them back to designated areas to feed and contain them.
Poyos lay eggs every now and then, and when harvested they drop 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 for the Weaver, and when harvested they drop Raw Mutton Meat.
These creatures also get hungry and require animal feed crafted by the Cook.
Terraforms the environment, creates landmarks and makes golems.
Geomancer is a unique job. You promote a Worker with the Geomancer Staff. You get this from the friendly rabbit creatures in the Clan Amberstone Quests. They are then able to craft different stones, which when placed have unique effects upon the landscape. This allows you to create a water source that is infinite or spawn a slab of dirt in the hole you previously made. He can also craft automated workers, called Golems. There are 3 kinds and each do a different job which aid your workers in their tasks.
The Geomancer is also able to create landmarks and cast these onto a spot of your choice. This way you can explore many of the hidden treasures of the game even they didn't spawn on your specific mapseed.
Crafters[edit | edit source]
Crafters can make Items, Furniture and equipment for your town.
The blacksmith refines raw ore into metal bars, then uses those bars to craft weapons, armor, and high grade Fuel.
Blacksmiths are promoted from Workers using a Blacksmith's Hammer and can be further advanced to an Engineer when they are level 2. They craft metal armor and weapons. They can also craft the storage furniture with the highest capacity, the vault, 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. They craft wood-related furniture, low grade fuel, decorations, and storages.
Carpenters are ideal for temperate biomes due to the abundance of trees and wood. A Carpenter's Saw is also spawned with starting Ascendancy villages and is their starting job. The Carpenter can also craft the Rough Wooden Shield and Recurve Bow.
Cook[edit | edit source]
The cook makes delicious, hearty meals from base vegetables and meats.
Cooks are promoted from level 2 Farmers using a Cook's Spoon or if you're playing as Northern Alliance from a Worker. They cook various meals that take longer to rot than raw ingredients and increase the happiness of your hearthlings, they also make animal feed for the Shepherd's creatures. They also can craft the Donation to the Church of Plenty.
The engineer creates advanced contraptions and defensive weaponry.
Engineers are promoted from level 2 Blacksmiths using an Engineer's Wrench. 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 with a Cleric's Tome when they're level 2. They use flowers and herbs to craft Tonics and Bandages that they use to heal wounded hearthlings when they are on a bed. Hearthlings can only be treated every so often. The Tonics that they craft grant buffs to the villagers of the town.
The Herbalist can Craft the Cleric's Tome to advance itself to a Cleric.
Mason[edit | edit source]
The Mason crafts building materials and decorative items from stone.
Masons are promoted from Workers (Ascendancy and Northern Alliance) or Potters (Rayya's Children) using a Mason's Hammer and Chisel and can be further advanced to a Potter (Ascendancy and Northern Alliance). They craft stone-related furniture, decorations, and storages. They also craft the Fountains.
When playing the Northern Alliance the mason can craft
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 and Northern Alliance) 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.
A Potter's Cutter is also spawned with starting Rayya's Children villages and is their starting job and can therefore craft several Job tools: Herbalist's Staff, Mason's Clay Chisel, and the Clay Practice Sword
The Weaver makes thread, fabrics and hangings from fiber and dye.
Combat Roles[edit | edit source]
Protectors patrol the town, attack nearby enemies, and have combat-related abilities. They will automatically defend your town or you can send them off on a mission of your choice. They can also haul items but cannot mine or build. There are different combat roles among these Protectors, as listed below.
A ranged combat unit that shoots foes with 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.
As Northern Alliance a level 2 Archer can be promoted to a Footman.
A combat healer
Clerics are promoted from Herbalists. Clerics heal wounded hearthlings and provide buffs to them in combat.
The Footman is a melee fighter. A good choice for the backbone of your town's defense.
Footmen are promoted from Workers using a Wooden Practice Sword or as Northern Alliance from a level 2 Archer, and can be further advanced to a Knight or an Archer if you're not playing as Northern Alliance. once they're level 3. The Footman is the basic combat class.
Footmen can use either of the two kinds of melee weapons: one-handed weapons and a shield, or two-handed weapons. When hovering over a Footman you can select what type of Weapons the Hearthling will use, the choices are: Sword and shield, Dual Wielding, and Two handed weapon.
They can equip armor and helmets as well as their weapons
A defensive combatant focused on protecting allies from harm.
Knights are promoted from level 3 Footmen using a Knight's Shield, Knights gain the ability to aggro close enemies once they are level 2 and far enemies once they are level 6, making the Knight the target of their enemies leaving your other hearthlings with breathing space. They can also buff their nearby Protectors once a higher level.
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.
Promoting[edit | edit source]
Promoting is the act of changing a villager from one job to another. All villagers start as the Worker, and then can be promoted to any job they meet the equipment and experience requirements for. To change a villager's job 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 job 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 job.
The "Choose a Job" screen shows all the information about each job in the game. Each job shows its 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 job. A list of perks for each job can be found on each job specific page. Experience is per job, 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 job, 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 jobs. Jobs that don't require materials to level include:
- Cleric (Herbalist prerequisite does though)
Theoretically, if a Level 6 Herbalist went through the 4 Protector jobs 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.