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Adjusted language so that this page and Mastery Cave page are consistent.
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{{Basics-top}}
 
{{Basics-top}}
 
{{TOC right}}
 
{{TOC right}}
 
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{{Spoiler}}
'''Skills''' are player attributes which are leveled up through the use of specific tools or actions. Each skill has ten levels. A skill level increase is awarded immediately upon earning enough experience points for a new level, and is immediately displayed on the skills tab of the inventory. The new skill level immediately increases the proficiency of the tool(s) associated with that skill.
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'''Skills''' are player attributes which are leveled up through the use of specific tools or actions. Each skill has ten levels. A skill level increase is awarded immediately upon earning enough experience points 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.
    
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.
 
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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{|class="wikitable"
 
{|class="wikitable"
|style="min-width: 85px;" |[[File:Farming_Skill_Icon.png|24px|link=|alt=]] [[Skills#Farming|Farming]]
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|style="min-width: 85px;" |[[File:Farming Skill Icon.png|24px|link=]] [[Skills#Farming|Farming]]
 
|Levels are gained by harvesting [[crops]] and caring for animals. Each level grants +1 hoe and watering can proficiency (see [[tools]]).
 
|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=|alt=]] [[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 [[Pickaxes|Pickaxe]]). Each level grants +1 pickaxe proficiency.  
 
|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=|alt=]] [[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 grants +1 axe proficiency.
 
|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=|alt=]] [[Skills#Fishing|Fishing]]
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|[[File:Fishing Skill Icon.png|24px|link=]] [[Skills#Fishing|Fishing]]
 
|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.  
 
|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=|alt=]] [[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]].
 
|Combat is a skill tied to the player's ability to fight against [[monsters]].
 
|}
 
|}
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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]].
 
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]].
   −
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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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.)
   −
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 .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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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.
   −
Upgrading an Axe, Pickaxe, or Hoe does not alter the amount of energy required to use it. The increased efficiency of the Axe, Pickaxe, or Hoe, however, will result in less overall energy used for the same task than a lower-level tool.   
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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.   
    
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.
 
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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=== Unaffected Tools ===
 
=== Unaffected Tools ===
 
The following tools do not consume energy:
 
The following tools do not consume energy:
* [[Copper Pan]]
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* [[Pans]] (any type)
 
* [[Scythe]]
 
* [[Scythe]]
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* [[Golden Scythe]]
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* [[Iridium Scythe]]
 
* [[Weapons]]
 
* [[Weapons]]
 
** [[Weapons#Sword|Swords]]
 
** [[Weapons#Sword|Swords]]
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Neither loading a [[Crab Pot]] with [[Bait]] nor harvesting it uses any energy, at any skill level.<section end="proficiency" />
 
Neither loading a [[Crab Pot]] with [[Bait]] nor harvesting it uses any energy, at any skill level.<section end="proficiency" />
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==[[File:Farming_Skill_Icon.png|32px]] Farming==
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==[[File:Farming Skill Icon.png|32px]] Farming==
 
{{main article|Farming}}
 
{{main article|Farming}}
 
[[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 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.
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{{:Farming/Skill}}
 
{{:Farming/Skill}}
   −
==[[File:Mining_Skill_Icon.png|32px]] Mining==
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==[[File:Mining Skill Icon.png|32px]] Mining==
 
{{main article|Mining}}
 
{{main article|Mining}}
 
[[Mining]] skill is increased by breaking rocks. Each level adds +1 to [[Pickaxes|Pickaxe]] [[#Proficiency|proficiency]].
 
[[Mining]] skill is increased by breaking rocks. Each level adds +1 to [[Pickaxes|Pickaxe]] [[#Proficiency|proficiency]].
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{{:Mining/Skill}}
 
{{:Mining/Skill}}
   −
==[[File:Foraging_Skill_Icon.png|32px]] Foraging==
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==[[File:Foraging Skill Icon.png|32px]] Foraging==
 
{{main article|Foraging}}
 
{{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 [[Axes|Axe]].  Each foraging skill level adds +1 axe proficiency.
 
[[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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{{:Foraging/Skill}}
    
===Experience Points===
 
===Experience Points===
 
{{#lsth:Foraging|Experience Points}}
 
{{#lsth:Foraging|Experience Points}}
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{{:Foraging/Skill}}
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==[[File:Fishing Skill Icon.png|32px]] Fishing==
 
  −
==[[File:Fishing_Skill_Icon.png|32px]] Fishing==
   
{{main article|Fishing}}
 
{{main article|Fishing}}
 
<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>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>
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{{:Fishing/Skill}}
 
{{:Fishing/Skill}}
   −
==[[File:Combat_Skill_Icon.png|32px]] Combat==
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==[[File:Combat Skill Icon.png|32px]] Combat==
 
{{main article|Combat}}
 
{{main article|Combat}}
 
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 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.   
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==Changing Professions==
 
==Changing Professions==
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[[File:Statue Of Uncertainty.png|150px|thumb|right|The Statue Of Uncertainty]]
 
{{#lst:The Sewers|statueofuncertainty}}
 
{{#lst:The Sewers|statueofuncertainty}}
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*level  ≤ 2:  Newcomer
 
*level  ≤ 2:  Newcomer
   −
Luck level 10 as well as level 10 in all Skills would be needed 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 v1.5. Luck level appears (in the game code) to have been intended as a 6th skill that could be leveled up, like the other skills. This means that the highest level possible is 25, making "Farmer" the best obtainable title.
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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}}
    
==History==
 
==History==
 
{{History|1.3.27|Added Statue of Uncertainty. Removing a regular tree stump now gives +1 Foraging experience.}}
 
{{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|Fixed Prospector profession not applied to rocks destroyed in the mines.}}
{{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|1.4.1|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.}}
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{{History|1.6.4|Farming experience now contributes to mastery experience at a 50% rate.}}
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{{NavboxSkillsStats}}
 
{{NavboxSkillsStats}}
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