Hearth and Hamlet Magic & Alchemy: Spells, Towers, Potions
Hearth and Hamlet magic and alchemy are late-game systems unlocked through research. See mage tower tiers, alchemist potions, and what is still unconfirmed.
Hearth and Hamlet magic and alchemy are real, confirmed systems that unlock as your settlement advances, but their full spell list, ingredient tables, and cost curves are not public yet. The Steam page promises that you can “unlock magic as your city advances” and “discover wild new possibilities, such as alchemical labs and magical academies,” which confirms the systems exist without publishing their rules.
The short answer
- Magic and alchemy are confirmed, but the full rule set is not public
- They arrive as a late, research-linked layer — not an opening resource
- Magic is its own sixth resource alongside Food, Wood, Stone, Gold, and Iron
- The Mage Tower has 5 tiers and the Alchemist has 5 tiers (build 0.80 data)
- Named spells, potion costs, and cooldowns remain to be confirmed in the released game
How magic fits the kingdom
The official description establishes a progression: you research technologies, unlock magic, accumulate magical power, and then use alchemy or magical effects to influence production, growth, or defense. That makes Magic a later research-linked layer rather than a button you can press in the first hour. A new player who is short on Food or workers will not fix those problems by rushing magic.
The confirmed chain is fairly clear. Settlement upgrades open access to advanced systems, research permanently unlocks magic-related capabilities, the kingdom produces or accumulates magical power, and alchemy converts that progress into concrete effects. The last step is deliberately broad, because the exact uses must come from the game rather than from assumptions borrowed from other city builders.
The Mage Tower
The community game database records the Mage Tower as a five-tier building, with all five tiers marked as later-game data and none enabled in build 0.80 (Steam build 23713558). The higher tiers also cost Magic directly, which is where the sixth resource enters the economy.
| Level | Building | Cost | Reward |
|---|---|---|---|
| 1 | Ancient Excavation | 3,500 wood · 63,000 gold · 3,500 iron | Uncover ancient secrets |
| 2 | Mystic Hold | 10,500 wood · 57,750 stone · 5,250 gold · 10,500 iron · 21,000 magic | Unlocks magical upgrades and shop items |
| 3 | Wizard’s Tower | 8,000 wood · 72,000 stone · 32,000 gold · 16,000 iron · 32,000 magic | Unlocks magical upgrades and shop items (2 advanced blueprints) |
| 4 | Sorcerer’s Keep | 18,000 wood · 162,000 stone · 72,000 gold · 36,000 iron · 72,000 magic | Unlocks magical upgrades and shop items |
| 5 | Arcane Citadel | 40,500 wood · 364,500 stone · 162,000 gold · 81,000 iron · 162,000 magic | Unlocks magical upgrades and shop items |
Official pre-release screenshots show a Magic Academy as a specialised building in a developed town, and a separate magical swamp area with its own Magic action. That suggests magical progression extends beyond a single building and into the world map, though the action’s final cost and effect are not confirmed.
Mage Tower shop effects
The build 0.80 data lists several timed effects sold by the Mage Tower. They are later-game entries, so treat the numbers as a preview of the direction, not a launch formula.
| Effect | What it does | Duration |
|---|---|---|
| Enchant Armour I / II | +2 soldier defence | 120 seconds |
| Enchant Weapons I / II | +2 soldier attack | 120 seconds |
| Mana Tap | +50% magic production | 120 seconds |
| Unnatural Growth | +50% wood production | 120 seconds |
| Stable Portal | Next caravan time reduced by 90% | 120-second window |
Two portal effects sit at the edge of the magic and trade systems: the One Way Portal cuts the next caravan time by 45% if used within the window, and the Stable Portal cuts it by 90%. This is where magic starts to feed the wider economy, which you can read about in the trade and mechanics references.
The Alchemist
Alchemy is the craft side of the same system. The Alchemist building also has five tiers, and its first tier is marked as enabled in build 0.80, which makes the alchemical shop the earliest magic-adjacent purchase in the mined data.
| Level | Building | Cost | Reward |
|---|---|---|---|
| 1 | Alchemist’s Hovel | 3,000 wood · 600 stone · 2,400 food | Unlocks the alchemical shop |
| 2 | Elixir Den | 13,500 wood · 13,500 stone · 9,000 gold · 9,000 iron | Unlocks new alchemical concoctions |
| 3 | Alchemist’s Shop | 31,500 wood · 26,250 stone · 15,750 gold · 21,000 iron · 10,500 magic | Unlocks new alchemical concoctions (1 advanced blueprint) |
| 4 | Alchemist’s Sanctum | 72,000 wood · 60,000 stone · 36,000 gold · 48,000 iron · 24,000 magic | Unlocks new alchemical concoctions |
| 5 | Grand Alchemist Spire | 162,000 wood · 135,000 stone · 81,000 gold · 108,000 iron · 54,000 magic | Unlocks new alchemical concoctions |
The same data attaches ten research upgrades to the Alchemist, including Healing Potions, Fertility Elixirs, Elixir of Vitality, and several “finding potion” lines that boost a single resource. Those names are data entries, not a confirmed launch list.
Alchemy shop items
The alchemical shop sells timed boosts that target one production line at a time. All of these are later-game data from build 0.80.
| Potion / item | Effect | Duration |
|---|---|---|
| Timber Growth Potion | +50% wood production | 120 seconds |
| Stone Breaking Powder | +50% stone production | 120 seconds |
| Iron Finding Potion | +50% iron production | 120 seconds |
| Gold Finding Potion | +50% gold production | 120 seconds |
| Healing Potions | +10 soldier defence | 120 seconds |
| Convert Iron to Gold | Converts 10,000 iron into gold | One-time |
The pattern is consistent: each potion is a temporary, single-resource multiplier rather than a permanent unlock, which keeps alchemy a tool for smoothing out a bottleneck instead of replacing the production buildings themselves.
The video above is a full demo first look that shows the research tree and progression systems where magic and alchemy will plug in later.
What is still unconfirmed
The official material does not yet provide a complete spell list, potion list, ingredient database, production formula, research path, cost table, duration, or cooldown structure. Everything above that is not straight from the Steam description comes from build 0.80 static data, which is not presented as verified current-release content. Named spells, exact alchemy recipes, and their costs remain to be confirmed in-game.
Plan around magic as a later research-linked layer. The research tree and buildings references cover the progression that gates advanced systems, and the beginner guide covers the early loop you should stabilize first.
Sources: Steam store page · Hearth and Hamlet game database — mage tower · game database — alchemist · game database — items