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{{Basics-top}}
 
{{Basics-top}}
<div style="float:right;margin-left:15px;">__TOC__</div>
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{{TOC right}}
'''Skills''' are player attributes which are leveled up through the use of specific tools or actions. Increasing skill will increase the proficiency of certain tools, and unlock helpful and unique crafting recipes. It should be noted that any crafting recipes learned through leveling up will not be accessible until after your next save/the following day.
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{{Spoiler}}
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'''Skills''' are player attributes which are leveled up through the use of specific tools or actions, or by reading [[Books]]. Each skill has ten levels. A skill level increase is awarded immediately upon earning enough experience points (XP) for a new level, and is immediately displayed on the skills tab of the inventory. The first time the player levels up a skill on each day, they are notified with "You've got some new ideas to sleep on." The new skill level immediately increases the proficiency of the tool(s) associated with that skill.
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Each skill has ten levels, and at level 5 and level 10 players will select from one of two specific buffs to specialize into. These specializations take effect immediately; for example, the Level 5 Fisher specialization will increase the selling price of fish put into the shipping box the previous night. All skills need the following experience points to increase skill level:
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Overnight, after the player goes to bed on the day a skill level increases, a popup announces the increase, and additionally awards knowledge of any applicable crafting or cooking recipes. At level 5 and level 10, players also select which one of two available Professions to specialize in. Each profession has its own set of benefits, such as sell price bonuses for related items. It should be noted that awards of recipe knowledge or profession benefits do not take place until seen in the popup overnight, and are not available until the first thing the following morning. In particular, items sold or shipped the day of the skill level increase do not receive the new price bonuses. Like recipes, profession benefits are only available beginning the following day.
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All skills need the following experience points to increase skill level:
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{|
 +
|-
 +
|
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! Lvl
 
! Lvl
 
! Experience
 
! Experience
 +
! Total Experience
 
|-
 
|-
 
! 1
 
! 1
 +
| 100
 
| 100
 
| 100
 
|-
 
|-
 
! 2
 
! 2
 +
| +280
 
| 380
 
| 380
 
|-
 
|-
 
! 3
 
! 3
 +
| +390
 
| 770
 
| 770
 
|-
 
|-
 
! 4
 
! 4
 +
| +530
 
| 1300
 
| 1300
 
|-
 
|-
 
! 5
 
! 5
 +
| +850
 
| 2150
 
| 2150
 +
|-
 +
|}
 +
|
 +
{| class="wikitable"
 +
|-
 +
!Lvl
 +
!Experience
 +
!Total Experience
 
|-
 
|-
 
! 6
 
! 6
 +
| +1150
 
| 3300
 
| 3300
 
|-
 
|-
 
! 7
 
! 7
 +
| +1500
 
| 4800
 
| 4800
 
|-
 
|-
 
! 8
 
! 8
 +
| +2100
 
| 6900
 
| 6900
 
|-
 
|-
 
! 9
 
! 9
 +
| +3100
 
| 10000
 
| 10000
 
|-
 
|-
 
! 10
 
! 10
 +
| +5000
 
| 15000
 
| 15000
 +
|}
 +
|-
 
|}
 
|}
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A variety of skills can be temporarily improved by eating specific [[Cooking|foods]].  These skills will appear as a buff icon next to the player clock in the user interface.  Skills can be viewed in the player skill tab in the game pause menu.
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A variety of skills can be temporarily improved by eating specific [[Cooking|foods]].  These skills will appear as a [[Buffs|buff]] icon next to the player clock in the user interface.  Skills can be viewed in the player skill tab in the game pause menu.
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{| class=wikitable
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{|class="wikitable"
|style="min-width: 85px;" |[[File:Farming_Skill_Icon.png|24px|link=]] [[Skills#Farming|Farming]]
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|style="min-width: 85px;" |[[File:Farming Skill Icon.png|24px|link=]] [[Skills#Farming|Farming]]
|Each level grants +1 [[proficiency]] to the hoe and watering can [[tools]]. Levels are gained by harvesting [[crops]]. Caring for animals also increases this.
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|Levels are gained by harvesting [[crops]] and caring for animals. Each level grants +1 hoe and watering can proficiency (see [[tools]]).
 
|-
 
|-
|[[File:Mining_Skill_Icon.png|24px|link=]] [[Skills#Mining|Mining]]
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|[[File:Mining Skill Icon.png|24px|link=]] [[Skills#Mining|Mining]]
|Mining skill is increased by breaking rocks (normally done with a [[Pickaxe]]). Each level adds +1 to pickaxe [[proficiency]].  
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|Mining skill is increased by breaking rocks (normally done with a [[Pickaxes|Pickaxe]]). Each level grants +1 pickaxe proficiency.  
 
|-
 
|-
|[[File:Foraging_Skill_Icon.png|24px|link=]] [[Skills#Foraging|Foraging]]
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|[[File:Foraging Skill Icon.png|24px|link=]] [[Skills#Foraging|Foraging]]
|Foraging skill includes both gathered [[Foraging|foraged]] goods, and wood from trees chopped with an axe [[Tools|tool]].  Each level adds +1 axe [[proficiency]].
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|Foraging skill includes both gathered [[Foraging|foraged]] goods, and wood from trees chopped with an axe [[Tools|tool]].  Each level grants +1 axe proficiency.
 
|-
 
|-
|[[File:Fishing_Skill_Icon.png|24px|link=]] [[Skills#Fishing|Fishing]]
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|[[File:Fishing Skill Icon.png|24px|link=]] [[Skills#Fishing|Fishing]]
|Fishing is the skill associated with catching [[fish]]. Successfully completing the fishing minigame or catching fish in a [[Crab Pot]] increases fishing skill. Each level adds +1 fishing rod [[proficiency]].  
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|Fishing is associated with successfully completing the [[fishing]] mini-game or catching [[fish]] in a [[Crab Pot]], increasing the fishing skill. Each level grants +1 fishing rod proficiency.  
 
|-
 
|-
|[[File:Combat_Skill_Icon.png|24px|link=]] [[Skills#Combat|Combat]]
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|[[File:Combat Skill Icon.png|24px|link=]] [[Skills#Combat|Combat]]
|Combat is a skill tied to the player's ability to fight against [[monsters]].  Each level adds +5 [[health]] points.
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|Combat is a skill tied to the player's ability to fight against [[monsters]].
 
|}
 
|}
    
==Proficiency==
 
==Proficiency==
Skill proficiency affects the amount of energy required to use specific tools. As proficiency increases, energy requirements decrease by 0.1 points [https://gaming.stackexchange.com/questions/258240/what-does-1-proficiency-mean].
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<!--Note: This section is transcluded on the Tools page-->
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<section begin="proficiency" />Proficiency refers to the amount of [[energy]] required to use a specific tool.
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At skill level 0, each successful use of a [[Pickaxes|Pickaxe]], [[Axes|Axe]], or [[Hoes|Hoe]] costs 2 energy. Unsuccessful uses (''e.g.,'' attempting to chop a [[Large Log]] with the starter axe) cost 1 energy. Each cast of the [[Tools#Fishing Poles|Fishing Pole]] costs 8 energy, even if the cast fails (''e.g.,'' the fishing line does not land in water). The starter [[Watering Cans|Watering Can]] uses 2 [[energy]].
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Each increase in [[Skills|skill]] decreases energy requirements by 0.1 points for specific tools (listed [[#Affected Tools|below]]). Skill increases past level 10 (only possible temporarily via [[Buffs]]) continue to decrease the energy requirements.  So, for example, using a Pickaxe at Mining level 13 costs only 0.7 points per swing. (The game keeps track of fractional amounts of energy, but in the user interface they are rounded to the nearest integer.)
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Powering up an upgraded Watering Can increases its energy cost by 2 points per power-up; each increase in [[Skills|skill]] decreases the energy requirement by 0.1 points (regardless of power level). At Farming Level 0, the starter can uses 2 energy to water one tile; the iridium can at maximum power uses 10 energy to water eighteen tiles.  At Farming Level 10, the starter can uses 1 energy; the iridium at maximum power uses 9 energy (10 minus 0.1 per skill level). Using an upgraded can to water fewer tiles than it is able costs the same energy as the first watering can upgrade that is able to water that many tiles (single tile always the same as starter can, 5 tiles always the same as steel can). Attempting to use an empty watering can doesn't cost energy. Filling a watering can never uses energy.
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Upgrading an Axe, Pickaxe, or Hoe does not alter the amount of energy required to use it. The increased power of the Axe and Pickaxe and increased area-of-effect of the Hoe will result in less overall energy used for the same task than a lower-level tool. 
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Note that all Hoes use the same energy (2 points at Farming Level 0, and 1 point at Farming Level 10), whether powered-up or used to till one tile of soil.
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The [[Pickaxe]], [[Axe]], [[Hoe]], and [[Watering Can]] use 2 [[energy]]. The [[Fishing Rod]] uses 8 energy. Powering up the watering can increases its cost by 2 energy per level, with a maximum cost of 10 energy using a fully-charged iridium watering can.
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All fishing poles use the same energy:  8 points at Fishing Level 0, and 7 points at Fishing Level 10.
 
{|
 
{|
 
|-
 
|-
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=== Affected Tools ===
 
=== Affected Tools ===
 
'''Farming'''
 
'''Farming'''
* [[Hoe]]
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* [[Hoes|Hoe]]
* [[Watering Can]]
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* [[Watering Cans|Watering Can]]
    
'''Foraging'''
 
'''Foraging'''
* [[Axe]]
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* [[Axes|Axe]]
    
'''Fishing'''
 
'''Fishing'''
* [[Fishing Rod]]
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* [[Tools#Fishing Poles|Fishing Rod]]
* [[Crab Pot]]
      
'''Mining'''
 
'''Mining'''
* [[Pickaxe]]
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* [[Pickaxes|Pickaxe]]
 
|style="width: 48px;"|
 
|style="width: 48px;"|
 
|style="vertical-align: top;"|
 
|style="vertical-align: top;"|
 
=== Unaffected Tools ===
 
=== Unaffected Tools ===
 
The following tools do not consume energy:
 
The following tools do not consume energy:
* Swords
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* [[Pans]] (any type)
* Hammers
  −
* Daggers
  −
* Slingshots
   
* [[Scythe]]
 
* [[Scythe]]
 +
* [[Golden Scythe]]
 +
* [[Iridium Scythe]]
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* [[Weapons]]
 +
** [[Weapons#Sword|Swords]]
 +
** [[Weapons#Club|Clubs]]
 +
** [[Weapons#Dagger|Daggers]]
 +
** [[Weapons#Slingshot|Slingshots]]
    
The following tools always consume 4 points of energy:
 
The following tools always consume 4 points of energy:
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|}
 
|}
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==[[File:Farming_Skill_Icon.png|32px]] Farming==
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Neither loading a [[Crab Pot]] with [[Bait]] nor harvesting it uses any energy, at any skill level.<section end="proficiency" />
: ''Main page: [[Farming]]''
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[[Farming]] Skill is gained by harvesting [[crops]]. Caring for animals also adds experience: Petting, milking, and shearing farm animals or picking up an animal product inside a barn or coop each give 5 experience points. Hoe and watering can usage does not give experience by itself. Each level grants +1 [[#Proficiency|proficiency]] to the [[Hoe]] and [[Watering Can]].
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==[[File:Farming Skill Icon.png|32px]] Farming==
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{{main article|Farming}}
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[[Farming]] skill is gained by harvesting [[crops]]. Caring for animals also adds experience: Petting, milking, and shearing farm animals or picking up an animal product inside a barn or coop each give 5 experience points. Using a [[Hoes|hoe]] or [[Watering Cans|watering can]] does not grant experience by itself. Each level grants +1 [[#Proficiency|proficiency]] to hoes and watering cans.
    
{{:Farming/Skill}}
 
{{:Farming/Skill}}
   −
==[[File:Mining_Skill_Icon.png|32px]] Mining==
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==[[File:Mining Skill Icon.png|32px]] Mining==
: ''Main page: [[Mining]]''
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{{main article|Mining}}
[[Mining]] skill is increased by breaking rocks. Each level adds +1 to [[Pickaxe]] [[#Proficiency|proficiency]].
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[[Mining]] skill is increased by breaking rocks. Each level adds +1 to [[Pickaxes|Pickaxe]] [[#Proficiency|proficiency]].
You are awarded mining skill points when rocks are destroyed -- it doesn't matter if this is done by [[Pickaxe]], [[Crafting#Bombs|Bombs]], or by the action of [[Monsters]].
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Mining skill points are awarded when rocks are destroyed -- it doesn't matter if this is done by [[Pickaxes|Pickaxe]], [[Crafting#Bombs|Bombs]], or by the action of [[Monsters]].
    
Different rock types give different numbers of experience points.
 
Different rock types give different numbers of experience points.
 
{{:Mining/Skill}}
 
{{:Mining/Skill}}
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==[[File:Foraging_Skill_Icon.png|32px]] Foraging==
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==[[File:Foraging Skill Icon.png|32px]] Foraging==
: ''Main Page: [[Foraging]]''
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{{main article|Foraging}}
[[Foraging]] skill is increased both by gathering forage items found on the ground throughout Stardew Valley and by chopping down [[Trees]] with an [[Axe]].  Each foraging skill level adds +1 axe proficiency.
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[[Foraging]] skill is increased both by gathering forage items found on the ground throughout Stardew Valley and by chopping down [[Trees]] with an [[Axes|Axe]].  Each foraging skill level adds +1 axe proficiency.
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Each forage item grown on the farm from [[Crafting#Seeds|Wild Seeds]] gives 3 experience points when harvested. Forage items picked up in other places give 7 exp each. Chopping down a tree gives 12 exp (granted all at once for the last chop that causes the tree to fall), and removing [[Large Stump]]s and [[Large Log]]s gives 25 exp each. Removing regular tree stumps gives no exp.
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{{:Foraging/Skill}}
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{{:Foraging/Skill}}
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===Experience Points===
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{{#lsth:Foraging|Experience Points}}
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==[[File:Fishing_Skill_Icon.png|32px]] Fishing==
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==[[File:Fishing Skill Icon.png|32px]] Fishing==
: ''Main Page: [[Fishing]]''
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{{main article|Fishing}}
<p>Fishing Skill is increased by catching [[Fish]] or [[Trash]] with a Fishing Rod/Pole or by harvesting [[Crab Pot]]s.</p>
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<p>Fishing Skill is increased by catching [[Fish]], [[Trash]], [[Seaweed]], [[Green Algae]], or [[White Algae]] with a Fishing Rod/Pole or by harvesting [[Crab Pot]]s.</p>
 
<p>Each level grants +1 Fishing Rod [[Skills#Proficiency|Proficiency]], increases the minimum fish size (in/cm) and bobber bar height, and decreases the max amount of time before fish bite.  Fishing skill also increases the chance to find quality (silver or gold star) fish.</p>
 
<p>Each level grants +1 Fishing Rod [[Skills#Proficiency|Proficiency]], increases the minimum fish size (in/cm) and bobber bar height, and decreases the max amount of time before fish bite.  Fishing skill also increases the chance to find quality (silver or gold star) fish.</p>
    
{{:Fishing/Skill}}
 
{{:Fishing/Skill}}
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==[[File:Combat_Skill_Icon.png|32px]] Combat==
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==[[File:Combat Skill Icon.png|32px]] Combat==
: ''Main page: [[Combat]]''
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{{main article|Combat}}
Combat skill is increased by fighting [[monsters]]. Each level adds +5 [[health]] points.  
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Combat skill is increased by fighting [[monsters]]. Some levels add to the player's total HP ([[health]] points), as shown by an increase in the health meter.  
    
{{:Combat/Skill}}
 
{{:Combat/Skill}}
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==Changing Professions==
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[[File:Statue Of Uncertainty.png|150px|thumb|right|The Statue Of Uncertainty]]
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{{#lst:The Sewers|statueofuncertainty}}
    
==Skill-Based Title==
 
==Skill-Based Title==
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Based on the total Skill level a certain Title is given under the player's name in the Skills tab of the Player Menu.  Their level and title are also visible when hovering over their picture on the Inventory Tab of the Player Menu.
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Based on your total Skill level you get a certain Title under your name in the Skills tab of the Player Menu. Your level and title are also visible when hovering over your picture on the Inventory Tab of the Player Menu.
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The level is calculated as follows: <code>(farmingLevel + fishingLevel + foragingLevel + combatLevel + miningLevel + luckLevel) / 2</code>
   −
The level is calculated as follows:  <code>(farmingLevel + fishingLevel + foragingLevel + combatLevel + miningLevel + luckLevel) / 2</code>
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If the resulting number ends in 0.5, the decimal value is truncated, and only the integer portion is considered.
    
Here are the possible Titles:
 
Here are the possible Titles:
   −
*level >= 30: Farm King
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*level 30: Farm King
 
*level  > 28: Cropmaster
 
*level  > 28: Cropmaster
 
*level  > 26: Agriculturist
 
*level  > 26: Agriculturist
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*level  > 4:  Bumpkin
 
*level  > 4:  Bumpkin
 
*level  > 2:  Greenhorn
 
*level  > 2:  Greenhorn
*level <= 2:  Newcomer
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*level 2:  Newcomer
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 +
Luck level 10, in addition to level 10 in all Skills, would be needed to get the highest title, Farm King. However, luck level (a value separate from daily [[Luck]]) is not implemented in the game. In the game code, Luck appears to have been intended as a 6th skill that could be leveled up, like the other skills. This means the highest level possible is 25, making "Farmer" the best obtainable title.
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==Mastery==
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{{main article|Mastery Cave}}
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 +
Once the player has reached max level in all skills, they can open a door in [[Cindersap Forest]] to enter the [[Mastery Cave]]. Here, players can use extra experience to level up their mastery level. Farming experience points only contribute to mastery points at a 50% rate, while experience points for the rest of the skills contribute to mastery points at a 100% rate.
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{{#lst:Mastery Cave|masteryexperience}}
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 +
The mastery levels can be used to master the five skills, unlocking different perks. Masteries achieved are shown on the [[Special Items & Powers]] tab of the player's inventory.
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{{#lst:Mastery Cave|masteryrewards}}
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 +
==History==
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{{History|1.3.27|Added Statue of Uncertainty. Removing a regular tree stump now gives +1 Foraging experience.}}
 +
{{History|1.4|Fixed Prospector profession not applied to rocks destroyed in the mines.}}
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{{History|1.4.1|Profession bonuses now disappear as soon as a profession is chosen to be changed at the Statue of Uncertainty.  Only skills that have already chosen professions are shown in the Statue's menu.}}
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{{History|1.6|Added mastery. Added daytime hint message at leveling up. Experience can now be gained by reading [[Books]].}}
 +
{{History|1.6.4|Farming experience now contributes to mastery experience at a 50% rate.}}
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You would need luck level 10 as well as level 10 in all Skills to get the Highest title, Farm King.  Unfortunately, luck level (a value separate from daily [[Luck]]) is not implemented in the game as of PC v1.11.  Luck level appears (in the game code) to have been intended as a 6th skill that could be leveled up, like the other skills.
      
{{NavboxSkillsStats}}
 
{{NavboxSkillsStats}}
[[Category:Skills| ]]
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[[Category:Skills]]
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[[de:Fähigkeiten]]
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[[es:Habilidades]]
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[[fr:Compétences]]
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[[it:Abilità]]
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[[ja:スキル]]
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[[ko:스킬]]
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[[hu:Képességek]]
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[[pt:Habilidades]]
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[[ru:Навыки]]
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[[tr:Yetenekler]]
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[[zh:技能]]
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