Hearths: Difference between revisions

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{{Version|1.2.3}}
{{Version|1.9.8}}
[[File:Small Hearth_icon.png|thumb|360px|A Hearth Fully Upgraded]]
{{Buildingbox|Ancient Hearth}}
 
== Overview ==
== Overview ==


Hearths are the heart of the settlement.  Every settlement starts with an [[#Ancient Hearths | Ancient Hearth]] and can construct other [[#Small Hearths | Small Hearths]] from the '''City Buildings''' menu. Hearths are [[building]]s with {{sl|Warmth}} Specialization that employ a single Firekeeper to keep the Hearth lit by burning [[Resources#Fuel & Exploration | Fuel]]. Every [[villager]] takes their [[breaks]] at the nearest Hearth to warm themselves, eat, and fulfill their needs. By upgrading the Hearth with decorations, [[housing]], and Service buildings, you can unlock up to 3 tiers of stackable benefits. The Ancient Hearth can get corrupted at Veteran [[Difficulty]] and higher.
Hearths are the heart of the settlement.  Every settlement starts with an [[#Hearth Types | Ancient Hearth]] and can construct other [[#Hearth Types | Small Hearths]] from the '''City Buildings''' menu. Hearths are [[building]]s with {{sl|Warmth}} Specialization that employ a single [[#Firekeeper bonus | Firekeeper]] to keep the Hearth lit by burning [[#Fuel | fuel]]. Fuel can also be [[#Sacrificing | Sacrificed]] in the Ancient Hearth. Every [[villager]] takes their [[breaks]] at the nearest Hearth to warm themselves, eat, and fulfill their needs. By [[#Hearth upgrades | upgrading]] the Hearth with decorations, [[housing]], and Service [[buildings]], you can unlock up to 3 tiers of stackable benefits. The Ancient Hearth can get [[#Corruption | corrupted]] at Veteran [[Difficulty]] and higher.


== Corruption ==
== Hearth Types ==
[[File:hearthcorruption.png|thumb|300px|Corruption bar in the Ancient Hearth]]
: ''See also: [[Blightrot]]''


Blightrot infects Hearths. The more [[Blightrot Cysts]] a Viceroy generates from [[Rain Engine]] use or [[Glade Events]], the faster their Hearths get corrupted during [[Storm Season]], when Blightrot Cysts open up. Once the [[#Ancient Hearths | Ancient Hearth]] reaches the Corruption limit, it triggers '''Voice of the Sealed Ones'''. Voice of the Sealed Ones sends out 3 ghosts from the Ancient Hearth that seek out and kill 3 random [[villagers]]. As soon as the Hearth discharges, Corruption is reset to 0 and starts rising again.
; Ancient Hearths :
<blockquote>
The heart of the colony is protected by the Holy Flame. [[Villagers]] gather here to rest, eat, and receive clothing. If the fire goes out, people will lose hope. '''No Hope''' [[Resolve]] effect: -20 Resolve.
</blockquote>


=== Lowering Corruption ===
{| class="wikitable" style="float:right; margin-right: 0px;"
The only way to lower Corruption during Storm is to employ the help of [[Blightfigher]]s in a [[Blight Post]]. Blightfighters search for Cysts and burn them with {{rl|Purging Fire}}. '''Every Cyst burned lowers Corruption by 50'''. Once all Cysts have been burned, any new ones will not open up till next Storm Season. Any Cysts left close and Corruption resets to 0 as soon as the year ticks over and Drizzle Season starts.
|+ Small Hearth construction cost
|-
! Base
! At [[Prestige]] 6+
|-
| 5 {{rl|Planks}}<br />5 {{rl|Bricks}}<br />2 {{rl|Wildfire Essence}}
| 8 {{rl|Planks}}<br />8 {{rl|Bricks}}<br />3 {{rl|Wildfire Essence}}
|}
; Small Hearths :


=== Corruption Resistance and Corruption rate ===
<blockquote>
'''Corruption Resistance''' is a measure of how high the Corruption limit is. The higher the Corruption Resistance, the more time it will take for '''Voice of the Sealed Ones''' to activate. An Ancient Hearth that hasn't been upgraded has 1000 Corruption Resistance. Every Ancient and Small Hearth [[#Hearth_Upgrades|level]] raises Corruption Resistance by 150. It can also be raised with different [[Effects]].
Small Hearths cannot be built too close to the Ancient Hearth or to each other - the ranges of your Hearths (approx. radius of 9 squares) may never overlap.


The Corruption rate per Cyst is 60 Corruption/minute up to [[Prestige]] 10, and 90 Corruption/minute from Prestige 11 onwards.  
Small Hearths are identical to Ancient Hearths, except you do not receive a [[#Firekeeper bonus | Firekeeper bonus]] and you cannot [[#Sacrificing | Sacrifice]] fuel. It is OK if Small Hearths go out, but [[villagers]] will be unable to rest or fulfill their needs at an unlit Hearth and will instead travel to the nearest available lit Hearth.
 
</blockquote>
Assuming a Hearth upgraded to level 2, you will reach the Corruption limit of 1300 at least once without burning any Cysts:
* At 60 Corruption/minute in a 2-minute Storm with 11 Cysts.
* At 60 Corruption/minute in a 4-minute Storm with 6 Cysts.
* At 90 Corruption/minute in a 4-minute Storm with 4 Cysts.


== Fuel ==
== Fuel ==
[[File:Allowed fuel.png|right|300px]]
[[File:Allowed fuel.png|right|300px]]
There are 4 fuels that can be burned in Hearths: {{rl|Coal}}, {{rl|Sea Marrow}}, {{rl|Oil}}, and {{rl|Wood}}.
There are 4 fuels that can be burned in Hearths: {{rl|Coal}}, {{rl|Sea Marrow}}, {{rl|Oil}}, and {{rl|Wood}}. Each Hearth you have in the settlement consumes fuel.


You can decide which type of fuel will be burned in each Hearth by selecting it and using the checkboxes next to the fuel types in the ''Allowed Fuel'' menu. If you have multiple fuels selected, the leftmost one will always burn first. There are also options in the settings that allow you to customize which fuels are automatically enabled when starting a new settlement.
You can decide which type of fuel will be burned in each Hearth using the checkboxes next to the fuel types in the ''Allowed Fuel'' menu. All Hearths share this setting. If you have multiple fuels selected, the leftmost one will always burn first. There are also options in the settings that allow you to customize which fuels are automatically enabled when starting a new settlement.


{| class="wikitable"  
{| class="wikitable"  
|+ Fuel burn time
|-
|-
! Fuel
! style="font-weight:bold;" | Fuel
! Base burn time
! style="font-weight:bold;" | Base burn time
! With [[Beaver]] Firekeeper
! style="font-weight:bold;" | With [[Beaver]] [[#Firekeeper bonus | Firekeeper]]
! With all [[Upgrades]]
! style="font-weight:bold;" | With all [[Upgrades]]
! With Beaver Firekeeper<br/>and all Upgrades
! style="font-weight:bold;" | With Beaver Firekeeper<br/>and all Upgrades
|-
|-
| {{rl|Coal|med}}
| {{rl|Coal|medium}}
| 40 seconds
| 40 seconds
| 50 seconds
| 50 seconds
Line 44: Line 51:
| 71 seconds
| 71 seconds
|-
|-
| {{rl|Sea Marrow|med}}
| {{rl|Sea Marrow|medium}}
| 40 seconds
| 40 seconds
| 50 seconds
| 50 seconds
Line 50: Line 57:
| 71 seconds
| 71 seconds
|-
|-
| {{rl|Oil|med}}
| {{rl|Oil|medium}}
| 25 seconds
| 25 seconds
| 31 seconds
| 31 seconds
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| 44 seconds
| 44 seconds
|-
|-
| {{rl|Wood|med}}
| {{rl|Wood|medium}}
| 12 seconds
| 12 seconds
| 15 seconds
| 15 seconds
Line 63: Line 70:
|}
|}


== Villager Breaks ==
== Firekeeper bonus ==
: ''Main article: [[Breaks]]''


Every few minutes [[villagers]] have to return to a nearby [[Hearth]] for a break, to eat, rest, and satisfy needs. All consumption happens during breaks. [[Villagers]] of different species take breaks at different Intervals.
Every settlement starts with an [[#Hearth Types | Ancient Hearth]] which must '''always''' remain lit.  If the fire goes out, all [[villagers]] will lose 20 [[Resolve]]. To keep the flame burning, a Firekeeper and a steady supply of [[#Fuel | fuel]] is needed. The job of a Firekeeper is to bring fuel to the Hearth they are assigned to. They spend most of their time idle otherwise. Your choice of Firekeeper in the Ancient Hearth will grant your settlement a species-specific bonus. '''Small Hearth Firekeepers don't provide any bonuses'''.


{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
|-
|-
! style="vertical-align:middle; font-weight:bold" | Species
! style="width:70px; font-weight:bold;" | Species
! style="width:70px" | {{Species link|Beavers|large}}
! style="font-weight:bold;" | Bonus
! style="width:70px" | {{Species link|Foxes|large}}
! style="font-weight:bold;" | Effect
! style="width:70px" | {{Species link|Harpies|large}}
! style="font-weight:bold;" | Description
! style="width:70px" | {{Species link|Humans|large}}
|-
! style="width:70px" | {{Species link|Lizards|large}}
| style="text-align:left" | {{Species link|Bats|large}}
| {{Perk|LimeGreen|File:Icon Cornerstone SteelFocus.png|64px}} </br>'''Steel Gut'''
| Villagers have a 15% chance of not consuming food during a break
| ''Focused minds forget hunger.''
|-
| style="text-align:left" | {{Species link|Beavers|large}}
| {{Perk|LimeGreen|File:Icon FirekeeperBonus Beaver.png|64px}} </br>'''Pragmatic Frugality'''
| Fuel burns 20% longer
| ''Beaver firekeepers know a lot about burning techniques.''
|-
| style="text-align:left" | {{Species link|Foxes|large}}
| {{Perk|LimeGreen|File:Icon_FirekeeperBonus_Fox.png|64px}} </br>'''Forest Affinity'''
| -2/3/4/6 [[Hostility]] from opened [[Glades]].</br>Scales with [[Difficulty]]
| ''Fox firekeepers have an unusual ability to calm the forest.''
|-
| style="text-align:left" | {{Species link|Frogs|large}}
| {{Perk|LimeGreen|File:Icon_FirekeeperBonus_Frog_1.png|64px}} </br>'''Amphibian Leadership'''
| Newcomers will arrive 50% quicker
| ''Frog firekeepers may not be the most skilled at fire rituals, but they are great leaders.''
|-
|-
| style="vertical-align:middle; font-weight:bold;" | Break Interval
| style="text-align:left" | {{Species link|Harpies|large}}
| 02:00
| {{Perk|LimeGreen|File:Icon FirekeeperBonus Harpy.png|64px}} </br>'''Light as a Feather'''
| 02:00
| +5 to global carrying capacity
| 01:40
| ''Harpy firekeepers can teach villagers how to be more nimble and agile.''
| style="vertical-align:middle;" | 02:00
|- style="vertical-align:middle;"
| style="vertical-align:middle;" | 01:40
| style="text-align:left" | {{Species link|Humans|large}}
| {{Perk|LimeGreen|File:Icon_FirekeeperBonus_Human.png|64px}}</br> '''Beacon'''
| [[Queen's Impatience]] grows 25% slower
| ''Human firekeepers create a special link with the Citadel.
|- style="vertical-align:middle;"
| style="text-align:left" | {{Species link|Lizards|large}}
| {{Perk|LimeGreen|File:Icon_FirekeeperBonus_Lizard2.png|64px}} </br>'''Sacred Pyre'''
| +1 to global [[Resolve]]
| ''Lizard firekeepers are very adept at ancient rites.''
|- style="vertical-align:middle;"
|}
|}


== Hearth Upgrades ==
== Hearth upgrades ==
[[File:HearthUpgradeRequirements.png|thumb|right|360px|Decorations Needed]]
[[File:HearthUpgradeRequirements.png|thumb|right|360px|Decorations Needed]]
Level 1 Hearth upgrade is available from the start. Upgrading to level 2 and 3 requires you to [[unlock]] levels 2 and 4 of the '''Brass Forge''' respectively.  
Level 1 Hearth upgrade is available from the start. Upgrading to level 2 and 3 requires you to [[unlock]] levels 2 and 4 of the '''Brass Forge''' respectively.  
Line 93: Line 126:
* [[Housing]], Decorations, and Service [[buildings]] need to be placed fully within the Hearth Radius for them to count towards upgrades.
* [[Housing]], Decorations, and Service [[buildings]] need to be placed fully within the Hearth Radius for them to count towards upgrades.
* The Hearth upgrades itself automatically once all the requirements are fulfilled.
* The Hearth upgrades itself automatically once all the requirements are fulfilled.
* Both Ancient and Small Hearths can be upgraded.
* Both Ancient and Small [[#Hearth Types | Hearths]] can be upgraded.


{| class="wikitable" style="text-align:center; vertical-align:middle;"
{| class="wikitable" style="text-align:center; vertical-align:middle;"
Line 112: Line 145:
| rowspan="2" | Encampment
| rowspan="2" | Encampment
| 8 Housed [[villagers]]
| 8 Housed [[villagers]]
| +2 Global [[Resolve]]
| +1 Global [[Resolve]]
| rowspan="2" | ''Gathered around the blazing fire, folks keep each other's spirits high.''
| rowspan="2" | ''Gathered around the blazing fire, folks keep each other's spirits high.''
|-
|-
Line 121: Line 154:
| rowspan="3" | Neighborhood
| rowspan="3" | Neighborhood
| 14 Housed [[villagers]]
| 14 Housed [[villagers]]
| +10% global production speed
| +1 Global [[Resolve]]
| rowspan="3" | ''Some viceroys say aesthetics don't matter out in the wilds, but you know better than that.''
| rowspan="3" | ''Some viceroys say aesthetics don't matter out in the wilds, but you know better than that.''
|-
|-
| 8 <span style="color: {{PerkGreen}}">Comfort</span> Decorations
| 8 <span style="color: {{PerkGreen}}">Comfort</span> Decorations
| rowspan="2" | +150 [[#Corruption_Resistance_and_Corruption_rate|Corruption Resistance]]
| +150 [[#Corruption_Resistance_and_Corruption_rate|Corruption Resistance]]
|-
|-
| 4 <span style="color: {{PerkBlue}}">Aesthetics</span> Decorations
| 4 <span style="color: {{PerkBlue}}">Aesthetics</span> Decorations
| +10% global production speed
|-
|-
| rowspan="5" | [[File:Icon_UI_Disctrict.png|96px]]<br />Level III
| rowspan="5" | [[File:Icon_UI_Disctrict.png|96px]]<br />Level III
| rowspan="5" | District
| rowspan="5" | District
| 20 Housed [[villagers]]
| 20 Housed [[villagers]]
| +10% global double production chance
| +1 Global [[Resolve]]
| rowspan="5" | ''The town is booming with activity and industry thrives.''
| rowspan="5" | ''The town is booming with activity and industry thrives.''
|-
|-
| 1 Service [[building]]
| 1 Service [[building]]
| rowspan="4" | +150 [[#Corruption_Resistance_and_Corruption_rate|Corruption Resistance]]
| +150 [[#Corruption_Resistance_and_Corruption_rate|Corruption Resistance]]
|-
|-
| 16 <span style="color: {{PerkGreen}}">Comfort</span>  Decorations
| 16 <span style="color: {{PerkGreen}}">Comfort</span>  Decorations
| rowspan="3" | +10% global double production chance
|-
|-
| 8 <span style="color: {{PerkBlue}}">Aesthetics</span> Decorations
| 8 <span style="color: {{PerkBlue}}">Aesthetics</span> Decorations
Line 145: Line 180:
|}
|}


== Firekeeper Bonus ==
== Villager breaks ==
: ''Main article: [[Breaks]]''


Every settlement starts with an Ancient Hearth which must '''always''' remain lit.  If the fire goes out, all [[villagers]] will lose 20 [[Resolve]]. To keep the flame burning, a Firekeeper and a steady supply of [[#Fuel | Fuel]] is needed. Your choice of Firekeeper in the Ancient Hearth will grant your settlement a specific bonus. Small Hearth Firekeepers don't provide any bonuses.
Every few minutes [[villagers]] have to return to a nearby Hearth for a break, to eat, rest, and satisfy needs. All consumption happens during breaks. [[Villagers]] of different species take breaks at different Intervals.


{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
|- style="font-weight:bold; vertical-align:middle;"
! style="width:70px" | Species
! Bonus
! Effect
! Description
|-
|-
| {{Species link|Beavers|large}}
! style="width:70px" | {{Species link|Bats|large}}
| {{Perk|LimeGreen|File:Firekeeper Bonus Beaver.png|64px}} </br>'''Pragmatic Frugality'''
! style="width:70px" | {{Species link|Beavers|large}}
| Fuel burns 20% longer
! style="width:70px" | {{Species link|Foxes|large}}
| ''Beaver firekeepers know a lot about burning techniques.''
! style="width:70px" | {{Species link|Frogs|large}}
! style="width:70px" | {{Species link|Harpies|large}}
! style="width:70px" | {{Species link|Humans|large}}
! style="width:70px" | {{Species link|Lizards|large}}
|-
|-
| {{Species link|Foxes|large}}
| 01:40
| {{Perk|LimeGreen|File:Firekeeper Bonus Fox.png|64px}} </br>'''Forest Affinity'''
| 02:00
| -2/3/4/6 [[Hostility]] from opened Glades.</br>Scales with [[Difficulty]].
| 02:00
| ''Fox firekeepers have an unusual ability to calm the forest.''
| style="vertical-align:middle;" | 02:30
|-
| 01:40
| {{Species link|Harpies|large}}
| style="vertical-align:middle;" | 02:00
| {{Perk|LimeGreen|File:Firekeeper Bonus Harpy.png|64px}} </br>'''Light as a Feather'''
| style="vertical-align:middle;" | 01:40
| +5 to global carrying capacity
| ''Harpy firekeepers can teach villagers how to be more nimble and agile.''
|- style="vertical-align:middle;"
| {{Species link|Humans|large}}
| {{Perk|LimeGreen|File:Firekeeper Bonus Human.png|64px}}</br> '''Beacon'''
| [[Queen's Impatience]] grows 25% slower
| ''Human firekeepers create a special link with the Citadel.
|- style="vertical-align:middle;"
| {{Species link|Lizards|large}}
| {{Perk|LimeGreen|File:Firekeeper Bonus Lizard.png|64px}} </br>'''Sacred Pyre'''
| +1 to global [[Resolve]]
| ''Lizard firekeepers are very adept at ancient rites.''
|}
|}


== Sacrificing ==
== Sacrificing ==
:''Main article: [[Sacrificing]]''
[[File:Sac menu.png|right|300px]]
[[File:Sac menu.png|right|300px]]
[[File:Sac hearth aura.png|thumb|right|250px|Sacrificing aura]]
[[#Fuel | Fuel]] can be sacrificed in [[#Hearth Types | Ancient Hearths]] to temporarily gain powerful positive effects. Sacrificing is extremely resource intensive and requires significant labor investment, or even restructuring of the whole settlement, should you wish you keep it up for an extended period.
[[#Fuel | Fuel]] can be sacrificed in [[#Ancient Hearths | Ancient Hearths]] to temporarily gain positive effects. Sacrificing is extremely resource intensive and requires significant labor investment, or even restructuring of the whole settlement, should you wish you keep it up for an extended period.


You can Sacrifice up to 3 stacks of {{rl|Wood}}, {{rl|Coal}}, {{rl|Sea Marrow}}, or {{rl|Oil}}. Each fuel's Sacrificing stacks are independent. To choose how many stacks you want to Sacrifice, use the green arrows next to the Fuel type. If you don't have any fuel of one type, its green arrow is going to appear grayed out. Do not forget to reset the stacks to 0 once the need for Sacrifice has passed - you will quickly run out of Fuel otherwise. There's also a checkbox to ''Stop after storm''.
== Corruption ==
 
[[File:hearthcorruption.png|thumb|300px|Corruption bar in the Ancient Hearth]]
There are 3 visual indicators of Sacrificing taking place:
:''Main article: [[Blightrot#Corruption]]''
* An orange aura around the Ancient Hearth.
* An [[Perk]] in a gray outline with the number of stacks in the Perk section on the bottom left of the screen.
* An exclamation mark in a yellow diamond next to the Fuel resource category in the upper section of the UI. It says "You are sacrificing fuel in the Hearth." if you hover over it.
 
Each fuel type grants different boons:
{| class="wikitable"
|+ Sacrifice effects
|-
! Fuel
! x1 Stack
! x2 Stacks
! x3 Stacks
|-
| {{rl|Wood}}
| -50 [[Hostility]]
| -100 [[Hostility]]
| -150 [[Hostility]]
|-
| {{rl|Coal}}
| -80 [[Hostility]]
| -160 [[Hostility]]
| -240 [[Hostility]]
|-
| {{rl|Sea Marrow}}
| +25% [[Glade Event]] working speed
| +50% [[Glade Event]] working speed
| +75% [[Glade Event]] working speed
|-
| {{rl|Oil}}
| +25% global production speed
| +50% global production speed
| +75% global production speed
|}


== Hearth Types ==
Blightrot infects Hearths. The more [[Blightrot Cysts]] a Viceroy generates from [[Rain Engine]] use or [[Glade Events]], the faster their Hearths get corrupted during [[Storm Season]], when Blightrot Cysts open up. Once the [[#Hearth Types | Ancient Hearth]] reaches the Corruption limit, it triggers '''Voice of the Sealed Ones'''. Voice of the Sealed Ones sends out 3 ghosts from the Ancient Hearth that seek out and kill 3 random [[villagers]]. As soon as the Hearth discharges, Corruption is reset to 0 and starts rising again.


=== Ancient Hearths ===
<br/>


<blockquote>
== Perks and Cornerstones influencing Hearths ==
The heart of the colony is protected by the Holy Flame.  Villagers gather here to rest, eat, and receive clothing.  If the fire goes out, people will lose hope.
</blockquote>
 
=== Small Hearths ===
<blockquote>
Small Hearths cannot be built too close to the Ancient Hearth or to each other - the ranges of your Hearths (approx. radius of 9 squares) may never overlap.
 
Small Hearths are identical to Ancient Hearths, except you do not receive a Firekeeper bonus and you cannot sacrifice Fuel.  It is OK if Small Hearths go out, but Villagers will be unable to rest or fulfill their needs at an unlit Hearth and will instead travel to the nearest available lit Hearth.
</blockquote>


== Hearth Tips ==
{{Perks|caption=Hearth Perks and Cornerstones|description=Hearth|exclude=FuelConsumption -33, Hauler Break Interval, Artifact for Dangerous Relic}}


* Use {{Species link|Beavers}} as Hearthkeepers when you are running low on Fuel and {{rl|Wood}}, especially on [[Marshlands]] and the [[Sealed Forest]].
== Strategies ==
* {{Species link|Harpies}} are nifty as Hearthkeepers before and after Glade Events to carry goods to and from these Events.
* {{Species link|Foxes}} are excellent during the [[Storm Season]] as Hearthkeepers to keep [[Hostility]] down and stop [[Forest Mysteries]] from triggering.
* {{Species link|Humans}} are invaluable when playing [[World Map#World_modifiers|World Modifiers]] like "Land of Greed" to slow down the Queen's [[Impatience]].
* {{Species link|Lizards}} as Hearthkeepers will help you in achieving [[Resolve]] - based Orders.


Since Firekeepers in Small Hearths don't offer a species-specific bonus like they do in the Ancient Hearth, you can take advantage of its Warmth specialization synergy with Lizards.
* {{Species link|Bats}} as Firekeepers will reduce food consumption while still providing full resolve and production benefits from eating, so they can be used to stretch food supplies, especially if an effect like [[Difficulty#Prestige_Difficulties|Parasites]] is increasing food consumption.
* {{Species link|Beavers}} as Firekeepers will help prevent fuel shortages, especially on [[Marshlands]] and the [[Sealed Forest]].
* {{Species link|Foxes}} are excellent during the [[Storm Season]] as Firekeepers to keep [[Hostility]] down and stop [[Forest Mysteries]] from triggering.
* {{Species link|Frogs}} are one of the strongest Firekeepers early in a settlement, as labor shortages are common in the first few years, so increased villager count is one of the strongest early-game bonuses.
* {{Species link|Harpies}} Firekeepers are valuable at times where large-scale hauling is occurring continuously, such as hauling in the harvest from a fishing pond or before and after [[Glade Events]] to carry goods to and from these Events.
* {{Species link|Humans}} Firekeepers are invaluable when playing [[World Map modifiers]] like '''Land of Greed''' to slow down the Queen's [[Impatience]] or preventing a failed settlement after a disastrous loss of villagers increases Impatience to dangerous levels.
* {{Species link|Lizards}} as Hearthkeepers will help you in achieving [[Resolve]] - based Orders or increasing the rate of Reputation gain from high resolve.
* Since [[#Firekeeper bonus | Firekeepers]] in [[#Hearth Types | Small Hearths]] don't offer a species-specific bonus like they do in the [[#Hearth Types | Ancient Hearth]], you can take advantage of its {{sl|Warmth}} specialization synergy with Lizards.

Latest revision as of 19:29, 7 April 2026

This article was last updated during version 1.9.8. The game is now in 1.11.2. Some information may be out of date. Help us keep the wiki up to date by comparing this article against the patch notes and updating it.

Ancient Hearth

Hearth
(City Buildings)

The heart of the colony is protected by the Holy Flame. Villagers gather here to rest, eat, and receive clothing. If the fire goes out, people will lose hope.

Specialization bonus:
Warmth Warmth (Comfort) Lizards

1 Workers

Recipes

No recipes in the Ancient Hearth.

Construction

None

0City score
0Build time
4 × 4Building size

Not movable

ID = 'Small Hearth'

Overview

Hearths are the heart of the settlement. Every settlement starts with an Ancient Hearth and can construct other Small Hearths from the City Buildings menu. Hearths are buildings with Warmth Warmth Specialization that employ a single Firekeeper to keep the Hearth lit by burning fuel. Fuel can also be Sacrificed in the Ancient Hearth. Every villager takes their breaks at the nearest Hearth to warm themselves, eat, and fulfill their needs. By upgrading the Hearth with decorations, housing, and Service buildings, you can unlock up to 3 tiers of stackable benefits. The Ancient Hearth can get corrupted at Veteran Difficulty and higher.

Hearth Types

Ancient Hearths

The heart of the colony is protected by the Holy Flame. Villagers gather here to rest, eat, and receive clothing. If the fire goes out, people will lose hope. No Hope Resolve effect: -20 Resolve.

Small Hearth construction cost
Base At Prestige 6+
5 Planks Planks
5 Bricks Bricks
2 Wildfire Essence Wildfire Essence
8 Planks Planks
8 Bricks Bricks
3 Wildfire Essence Wildfire Essence
Small Hearths

Small Hearths cannot be built too close to the Ancient Hearth or to each other - the ranges of your Hearths (approx. radius of 9 squares) may never overlap.

Small Hearths are identical to Ancient Hearths, except you do not receive a Firekeeper bonus and you cannot Sacrifice fuel. It is OK if Small Hearths go out, but villagers will be unable to rest or fulfill their needs at an unlit Hearth and will instead travel to the nearest available lit Hearth.

Fuel

There are 4 fuels that can be burned in Hearths: Coal Coal, Sea Marrow Sea Marrow, Oil Oil, and Wood Wood. Each Hearth you have in the settlement consumes fuel.

You can decide which type of fuel will be burned in each Hearth using the checkboxes next to the fuel types in the Allowed Fuel menu. All Hearths share this setting. If you have multiple fuels selected, the leftmost one will always burn first. There are also options in the settings that allow you to customize which fuels are automatically enabled when starting a new settlement.

Fuel burn time
Fuel Base burn time With Beaver Firekeeper With all Upgrades With Beaver Firekeeper
and all Upgrades
Coal Coal 40 seconds 50 seconds 52 seconds 71 seconds
Sea Marrow Sea Marrow 40 seconds 50 seconds 52 seconds 71 seconds
Oil Oil 25 seconds 31 seconds 32 seconds 44 seconds
Wood Wood 12 seconds 15 seconds 15 seconds 21 seconds

Firekeeper bonus

Every settlement starts with an Ancient Hearth which must always remain lit. If the fire goes out, all villagers will lose 20 Resolve. To keep the flame burning, a Firekeeper and a steady supply of fuel is needed. The job of a Firekeeper is to bring fuel to the Hearth they are assigned to. They spend most of their time idle otherwise. Your choice of Firekeeper in the Ancient Hearth will grant your settlement a species-specific bonus. Small Hearth Firekeepers don't provide any bonuses.

Species Bonus Effect Description
Bats Bats
Steel Gut
Villagers have a 15% chance of not consuming food during a break Focused minds forget hunger.
Beavers Beavers
Pragmatic Frugality
Fuel burns 20% longer Beaver firekeepers know a lot about burning techniques.
Foxes Foxes
Forest Affinity
-2/3/4/6 Hostility from opened Glades.
Scales with Difficulty
Fox firekeepers have an unusual ability to calm the forest.
Frogs Frogs
Amphibian Leadership
Newcomers will arrive 50% quicker Frog firekeepers may not be the most skilled at fire rituals, but they are great leaders.
Harpies Harpies
Light as a Feather
+5 to global carrying capacity Harpy firekeepers can teach villagers how to be more nimble and agile.
Humans Humans
Beacon
Queen's Impatience grows 25% slower Human firekeepers create a special link with the Citadel.
Lizards Lizards
Sacred Pyre
+1 to global Resolve Lizard firekeepers are very adept at ancient rites.

Hearth upgrades

Decorations Needed

Level 1 Hearth upgrade is available from the start. Upgrading to level 2 and 3 requires you to unlock levels 2 and 4 of the Brass Forge respectively.

Click on the Hearth to see what is required to upgrade. As seen on the image on the right in the Upgrade Requirements section, we still need 4 Comfort Decorations and 4 Aesthetics Decorations before the Hearth upgrades to level 2.

  • Housing, Decorations, and Service buildings need to be placed fully within the Hearth Radius for them to count towards upgrades.
  • The Hearth upgrades itself automatically once all the requirements are fulfilled.
  • Both Ancient and Small Hearths can be upgraded.
Upgrades Name Requirements Bonus Description

Base Level
- - -30 Hostility -

Level I
Encampment 8 Housed villagers +1 Global Resolve Gathered around the blazing fire, folks keep each other's spirits high.
4 Comfort Decorations +150 Corruption Resistance

Level II
Neighborhood 14 Housed villagers +1 Global Resolve Some viceroys say aesthetics don't matter out in the wilds, but you know better than that.
8 Comfort Decorations +150 Corruption Resistance
4 Aesthetics Decorations +10% global production speed

Level III
District 20 Housed villagers +1 Global Resolve The town is booming with activity and industry thrives.
1 Service building +150 Corruption Resistance
16 Comfort Decorations +10% global double production chance
8 Aesthetics Decorations
4 Harmony Decorations

Villager breaks

Main article: Breaks

Every few minutes villagers have to return to a nearby Hearth for a break, to eat, rest, and satisfy needs. All consumption happens during breaks. Villagers of different species take breaks at different Intervals.

Bats Bats Beavers Beavers Foxes Foxes Frogs Frogs Harpies Harpies Humans Humans Lizards Lizards
01:40 02:00 02:00 02:30 01:40 02:00 01:40

Sacrificing

Main article: Sacrificing

Fuel can be sacrificed in Ancient Hearths to temporarily gain powerful positive effects. Sacrificing is extremely resource intensive and requires significant labor investment, or even restructuring of the whole settlement, should you wish you keep it up for an extended period.

Corruption

Corruption bar in the Ancient Hearth
Main article: Blightrot#Corruption

Blightrot infects Hearths. The more Blightrot Cysts a Viceroy generates from Rain Engine use or Glade Events, the faster their Hearths get corrupted during Storm Season, when Blightrot Cysts open up. Once the Ancient Hearth reaches the Corruption limit, it triggers Voice of the Sealed Ones. Voice of the Sealed Ones sends out 3 ghosts from the Ancient Hearth that seek out and kill 3 random villagers. As soon as the Hearth discharges, Corruption is reset to 0 and starts rising again.


Perks and Cornerstones influencing Hearths

Hearth Perks and Cornerstones
Name Rarity Description Sources Price
Alt Cor Ord Rel Tra Dec Por Fir Ser Bio
Alarm Bells Alarm Bells Legendary The Brass Order's newest invention. All workers have a +5% higher chance of producing double yields for every 110 points of expected corruption per minute in the Ancient Hearth. x Cor x x x x Por x x x 0
Alarm Bells (Stormforged) Alarm Bells (Stormforged) Mythic The Brass Order's newest invention. All workers have a +10% higher chance of producing double yields for every 100 points of expected corruption per minute in the Ancient Hearth. Alt x x x x x x x x x 0
Ancient Stabilizer Ancient Stabilizer Uncommon The Ancient Hearth's resistance to corruption is increased by 100. x x Ord x x x Por x x x 0
Baptism of Fire Baptism of Fire Legendary Every 3 burnt Blightrot Cysts lowers Hostility by 10. While the Hearth is corrupted, you’re unable to sacrifice resources. x Cor x x x x x x x x 0
Fiery Wrath Fiery Wrath Epic Resources you sacrifice in the Ancient Hearth burn 5% longer for every Impatience Point you have. x Cor x x x x Por x x x 0
Firekeeper Letters Firekeeper Letters Rare The exchange of knowledge between firekeepers can be very beneficial. The maximum number of sacrifice stacks in the Ancient Hearth is increased by +1 for every 2 ongoing trade routes. x x x x Tra x Por x x x 22
Firekeeper's Prayer Firekeeper's Prayer Legendary Glade event work speed increased by 30%. Resources you sacrifice in the Ancient Hearth burn 25% quicker. x Cor x x x x x x x x 0
Firekeeper's Prayer (Stormforged) Firekeeper's Prayer (Stormforged) Mythic Glade event work speed increased by 30%. Resources you sacrifice in the Ancient Hearth burn for 30% longer. Alt x x x x x x x x x 0
Generous Gifts Generous Gifts Epic Wealthy settlements attract wealthy settlers. Newcomers bring 40% more goods with them for every Hearth level gained. x Cor x x x x x x x x 0
Generous Gifts (Stormforged) Generous Gifts (Stormforged) Mythic Wealthy settlements attract wealthy settlers. Newcomers bring 75% more goods with them for every Hearth level gained. Alt x x x x x x x x x 0
Gift of the Depths Gift of the Depths None After using bait 150 times in your fishing huts, you will unlock the ability to sacrifice Algae algae in the Ancient Hearth to reduce Hostility. x x x x x x x x x Bio 0
Mark of the Sealed Ones Mark of the Sealed Ones Legendary An ancient jewel shimmers, revealing a glimmer of a faint underwater landscape. At the start of each Storm, if you have at least 500 points of expected corruption per minute, gain a permanent 33% bonus to the burning time of resources sacrificed in the Ancient Hearth. x Cor x x x x Por x x x 0
Obelisk Obelisk Rare Making the right offering at the Obelisk reduces Hostility by ‑10 and increases the Ancient Hearth's resistance by +100. x x x x x Dec x x x x 0
Obsidian Runestone Obsidian Runestone Epic A complicated runic structure, designed to shield the hearth from corruption. The Ancient Hearth's resistance to corruption is increased by 400. x Cor x x x x Por x x x 0
Pragmatic Frugality Pragmatic Frugality None Beaver firekeepers know a lot about different burning techniques. Fuel consumption in Hearths is decreased by 20%. x x x x x x x Fir x x 0
Prayer Book Prayer Book Epic Scouts work 10% faster on Glade Events for every firekeeper assigned to a Hearth. x Cor x x x x Por x x x 0
Prayer Book (Stormforged) Prayer Book (Stormforged) Mythic Scouts work 20% faster on Glade Events for every firekeeper assigned to a Hearth. Alt x x x x x x x x x 0
Sacrament of the Flame Sacrament of the Flame None There can be nothing more sacred than a flame in a world soaked with rain. For every 200 seconds spent sacrificing goods in the Ancient Hearth, Hostility is reduced by 25 (the bonus is added retroactively). Sacrificing multiple resources at the same time will progress this effect's timer faster. Same building effects do not stack. x x x x x x x x Ser x 0
Safe Haven Safe Haven Legendary Hostility is reduced by 40 for every Hearth upgraded to: Neighborhood (Level 2) (or higher). x Cor x x x x x x x x 0
Secret Firekeeper Techniques Secret Firekeeper Techniques Rare An old manuscript detailing long-forgotten burning rites. Fuel consumption in Hearths is decreased by 25%. x x Ord Rel Tra x Por x x x 21
Secret Firekeeper Techniques (Stormforged) Secret Firekeeper Techniques (Stormforged) Mythic An old manuscript detailing long-forgotten burning rites. Fuel consumption in Hearths is decreased by 33%. Resources you sacrifice in the Ancient Hearth burn for 25% longer. Alt x x x x x x x x x 0

Strategies

  • Bats Bats as Firekeepers will reduce food consumption while still providing full resolve and production benefits from eating, so they can be used to stretch food supplies, especially if an effect like Parasites is increasing food consumption.
  • Beavers Beavers as Firekeepers will help prevent fuel shortages, especially on Marshlands and the Sealed Forest.
  • Foxes Foxes are excellent during the Storm Season as Firekeepers to keep Hostility down and stop Forest Mysteries from triggering.
  • Frogs Frogs are one of the strongest Firekeepers early in a settlement, as labor shortages are common in the first few years, so increased villager count is one of the strongest early-game bonuses.
  • Harpies Harpies Firekeepers are valuable at times where large-scale hauling is occurring continuously, such as hauling in the harvest from a fishing pond or before and after Glade Events to carry goods to and from these Events.
  • Humans Humans Firekeepers are invaluable when playing World Map modifiers like Land of Greed to slow down the Queen's Impatience or preventing a failed settlement after a disastrous loss of villagers increases Impatience to dangerous levels.
  • Lizards Lizards as Hearthkeepers will help you in achieving Resolve - based Orders or increasing the rate of Reputation gain from high resolve.
  • Since Firekeepers in Small Hearths don't offer a species-specific bonus like they do in the Ancient Hearth, you can take advantage of its Warmth Warmth specialization synergy with Lizards.