Tenants

GUIDECOMPANIONS

Tenants are folk who move into houses you build on your Goddess's land. There are six trades: the merchant, smith, cook, fisher, farmer and rancher. Each works your land by day and puts what they make in the chests in their own house. Their friendship grows the more you talk to them and the more work they have; each heart makes them work harder and unlocks something new, and at five hearts each gives you a legendary charm.

CONTENTS
  1. Getting a tenant
  2. The trades
  3. Friendship and hearts
  4. The legendary charms
  5. The merchant's shop
  6. When a tenant can't work
  7. Their day

Getting a tenant

  1. Build a proper house inside a Goddess's land: walled, roofed, with a door (see Building). Fences don't make a room.
  2. Put a free bed in it, one nobody has taken.
  3. Place a Room to Let sign (Room to Let, 3 Wood) just outside the house's door. While you place it, every house that will do shows gold tiles by its door where the sign can stand.
  4. Press E at the sign and choose who to ASK FOR (1 to 6): merchant, smith, cook, fisher, farmer or rancher. Nobody comes to a sign that asks for no one. The sign warns you if that trade couldn't work there (no water near the house for a fisher, for example).
  5. By day, while you are in her land, someone of that trade arrives after 15 to 35 seconds. They walk in, say hello, and go to their room.

You can have one tenant of each trade. How many tenants a Goddess keeps grows with your Jewels:

Jewels heldTenants per Goddess
02
13
24
36
48
510

The sign's window also shows SETTLERS n / most, and lets you turn the sign OFF. Once someone lives there, the sign shows their trade's mark, and its window can EVICT them (asked twice).

The trades

TradeTheir work
MerchantRuns the only shop: their own goods, and what your other tenants make.
SmithMines the rocks on your land and brings stone and ore home. Your land grows new rocks for them.
CookGathers wild food on your land and cooks dishes from your stores.
FisherFishes the nearest deep water each morning and brings the catch home.
FarmerWaters every planted bed on your land and harvests ripe crops at their best.
RancherCollects what your animals at home give (wool, milk, eggs and the rest) and keeps them happy. See The Herd.

Each tenant needs a chest, crate or trunk in their house to put things in (all but the merchant). What doesn't fit is left by their door. Their work props (the smith's anvil, the cook's pot and so on) stand by their door.

Friendship and hearts

Press E at a tenant to open their card: what they say, how their day is going, what they have done today, their hearts and what each heart unlocks. Friendship never goes down.

  • Talking to them once a day: +2 points.
  • Each day they had work to do: +1 point.
HeartPoints needed
16
215
327
442
560

Each heart makes them do 20% more work (100% more at five hearts) and unlocks one thing:

TradeHearts 1 to 5
Merchant1: 10% off everything. 2: one more of everything in the shop. 3: one more invested piece for every 50 spirits invested. 4: one piece a day from the metal tier above yours. 5: gives you the Golden Ledger.
Smith1: mends what you leave in their chests. 2: mines ore one tier above your Jewels. 3: smelts the ore into ingots. 4: their weapons sell with one more trait slot. 5: gives you the Anvil Heart.
Cook1: leaves you a dish each morning. 2: their dishes come out a grade finer. 3: Heirloom dishes at the merchant's. 4: spices the dishes with your spices. 5: gives you the Hearth Locket.
Fisher1: brings home pearls and the land's goods. 2: fishes the evening too, for twice the catch. 3: brings fish from other lands' waters. 4: a legendary fish now and then (1 in 100 a day). 5: gives you the Tide Pearl.
Farmer1: clears dead crops, and beds never go back to grass. 2: their harvests come up a grade finer. 3: feeds your beds bone meal from your stores. 4: visitors keep off, and storms don't bend crops. 5: gives you the Seed of Plenty.
Rancher1: +10 happiness for every animal at home each morning. 2: one more of each batch they collect. 3: little ones grow up twice as fast. 4: keeps every animal's happiness at 75 or more. 5: gives you the Shepherd's Bell.

The legendary charms

At five hearts a tenant has a gift for you (TAKE THEIR GIFT on their card). Each is a charm with 8 trait slots and a power no other charm has. It can't be dropped, destroyed, sold or ground.

CharmFromWhat it does
Golden LedgerMerchantVillages and stalls buy from you for 25% more and sell to you for 15% less; everything you break, kill or catch gives 15% more spirits; your fishing wagers' tides count 10% more.
Anvil HeartSmithEverything you carry loses its edge 50% slower; your mattock and hammer work rock as a metal one tier finer; every 8th blow of a weapon deals double damage and dazes for 0.5 s.
Hearth LocketCookWhat food does lasts 50% longer; each meal heals 15% of your health; a dish you eat counts as one grade finer; fullness empties 30% slower.
Tide PearlFisherYou never run out of breath underwater; you swim 30% faster; your casts reach about 2.5 tiles further; your line strains 40% slower; every catch has a 10% chance of bringing a second fish.
Seed of PlentyFarmerCrops you harvest yourself give 1 more; a 25% chance a crop you harvest comes up a grade finer; your garden tools work a patch a size larger; beds you till start watered.
Shepherd's BellRancherA second companion walks with you (the first is the one you ride). See Companions.

The merchant's shop

The merchant keeps the only shop on your land. It sells their own goods and what your other tenants make: the smith's weapons and coats, the cook's dishes, the fisher's catch, the farmer's seeds and produce, and the rancher's wool, milk, eggs, feathers and fur. You can sell to it anything any trade would buy, and have things mended there while a smith lives on the land.

Investing: once a day you can pay 50, 100 or 200 spirits of one element for 3, 6 or 10 extra pieces in tomorrow's stock. Fire gives weapons; Earth raincoats, tools and ingots; Water dishes and fish; Wind charms, fibers and arrows. At 100, each piece is the best of two rolls; at 200, the best of three, with a 25% chance of the metal a tier above yours.

When a tenant can't work

A tenant who can't do their job has a question mark over their head and tells you why: no chest in their house, no deep water near a fisher's house, no planted beds for a farmer, no animals at home for a rancher, nothing left to mine or gather that day, or a hole in their house (a wall, the roof or the door missing). If it goes on for 3 days, they say goodbye and move away. Taking their bed away makes them leave at once.

Their day

  • They work by day, go to bed at night, and come out to fight enemies that come near (or go home if they can't). They are knocked down, never killed.
  • Rain and snow make them skip a quarter of their work, a storm half; in a sealed house, half that (see Weather).
  • Their work only goes on while someone is in or near her land. When you come back after a day or more away, they catch up on what they would have done and tell you about it when you come near ("While you were away: ...").
  • Three tenants on one Goddess's land make a settlement: a banner stands by her, E at it names the settlement, and its name greets you as you come in.
In online play, each player can have one tenant of each trade, and each player's friendship with a tenant is their own. A tenant's work goes by the hearts of the player who owns the land.

See also