Aetherhaven Wiki

The same guide as the in-game Town Journal, plus Addons and a Crossmod guide for developers.

Growing your town

Your Town Journal shows current residents, food support, and progress to the next Town Level. Each resident needs 2 food points. Visitors do not count. Residents who have died keep their place until you revive them.

The Inn provides 10 food points. The Elder and Innkeeper use four of those points, leaving room for three more residents. A completed farm, ranch, and restaurant each add another 10 food points. Building a second copy of the same core building does not multiply food support.

When food support falls below your population, current residents stay. New invitations become unavailable until enough food support is restored.

Each ready, tended Farming or Ranching workplace adds another 10 food points, supporting five residents. These sites produce no inventory items. Their bonus pauses after a full simulated day without tending and returns when care resumes. The neglect clock pauses when no town member is in the town's world. Cooking, Berry Patch and Mycologist workplaces produce items rather than this food-support bonus.

Irienne's Wheat for the Town quest teaches Farming workplace setup, including the bench and four clear soil spaces. The townsfolk plant wheat themselves. Ask the Innkeeper about food supply and population for an in-game explanation, and see the individual Farming and Ranching workplace guides for setup and troubleshooting.

Villager availability

Earlier villagers remain available as your town grows. Building requirements still apply.

Town Level 1 · 1 to 3 residents

Farmer and Rancher become available.

Town Level 2 · 4 to 6 residents

Miner, Logger, Builder, Priestess, Guild Master, Chef and Warehouse Manager become available.

Town Level 3 · 7 to 10 residents

Blacksmith and Crafter become available.

Town Level 4 · 11 to 15 residents

Merchant, Leatherworker, Monster Hunter, Druid and Doctor become available.

Town Level 5 · 16 to 20 residents

Alchemist, Furniture Merchant, Florist and Bard become available.

Town Level 6 · 21 or more residents

Crystal Keeper, Pyrotechnic, and Clown become available.

The Chef needs both a completed farm and a completed ranch before appearing at the Inn. Food villagers and the Guild Master receive priority when eligible visitor places are filled.

Town Levels unlock civic growth. Town Ranks come from the Guild Hall and govern defense progression. They are separate systems.

Townsfolk profiles

Talk to a Townsfolk and open their profile to see five Attributes and twelve Profession Skills. Personalities and guard classes shape starting abilities. Profession skills range from 1 to 10. A zero means that person cannot do that profession.

One Gaia Shard raises an Attribute by one, and one Verdant Catalyst raises a Profession Skill by one. Townsfolk also earn Mastery through completed work, up to level 20. Each level gained gives a skill point; levels 5, 10, 15 and 20 each give two attribute points. Spend these points in the profile. Training stays with that person through resurrection. See Mastery and training for details and the separate training of resident specialists.

Resurrection

The Gaia Altar hides residents who are present and alive. It can also bring back missing villagers. Townsfolk who have joined your town can be revived there, including guards. Reviving someone restores the same place in town, with their home and trained abilities preserved.