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Reverted edits by TAN0039 (talk) to last revision by Dubesor
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{{Basics-top}}
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{{TOC right}}
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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 new skill level immediately increases the proficiency of the tool(s) associated with that skill.
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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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{|
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|-
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|
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{| class="wikitable"
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|-
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! Lvl
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! Experience
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! Total Experience
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|-
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! 1
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| 100
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| 100
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|-
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! 2
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| +280
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| 380
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|-
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! 3
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| +390
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| 770
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|-
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! 4
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| +530
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| 1300
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|-
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! 5
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| +850
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| 2150
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|-
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|}
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|
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{| class="wikitable"
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|-
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!Lvl
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!Experience
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!Total Experience
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|-
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! 6
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| +1150
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| 3300
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|-
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! 7
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| +1500
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| 4800
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|-
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! 8
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| +2100
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| 6900
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|-
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! 9
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| +3100
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| 10000
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|-
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! 10
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| +5000
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| 15000
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|}
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|-
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|}
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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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|style="min-width: 85px;" |[[File:Farming_Skill_Icon.png|24px|link=|alt=]] [[Skills#Farming|Farming]]
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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]]).
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|-
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|[[File:Mining_Skill_Icon.png|24px|link=|alt=]] [[Skills#Mining|Mining]]
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|Mining skill is increased by breaking rocks (normally done with a [[Pickaxes|Pickaxe]]). Each level grants +1 pickaxe proficiency.
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|-
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|[[File:Foraging_Skill_Icon.png|24px|link=|alt=]] [[Skills#Foraging|Foraging]]
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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.
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|-
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|[[File:Fishing_Skill_Icon.png|24px|link=|alt=]] [[Skills#Fishing|Fishing]]
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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.
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|-
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|[[File:Combat_Skill_Icon.png|24px|link=|alt=]] [[Skills#Combat|Combat]]
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|Combat is a skill tied to the player's ability to fight against [[monsters]].
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|}
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==Proficiency==
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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 .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 efficiency of the Axe, Pickaxe, or Hoe, however, will result in less overall energy being 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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All fishing poles use the same energy:  8 points at Fishing Level 0, and 7 points at Fishing Level 10.
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{|
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|-
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|style="vertical-align: top;"|
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=== Affected Tools ===
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'''Farming'''
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* [[Hoes|Hoe]]
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* [[Watering Cans|Watering Can]]
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'''Foraging'''
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* [[Axes|Axe]]
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'''Fishing'''
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* [[Tools#Fishing Poles|Fishing Rod]]
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'''Mining'''
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* [[Pickaxes|Pickaxe]]
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|style="width: 48px;"|
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|style="vertical-align: top;"|
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=== Unaffected Tools ===
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The following tools do not consume energy:
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* [[Copper Pan]]
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* [[Scythe]]
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* [[Weapons]]
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** [[Weapons#Sword|Swords]]
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** [[Weapons#Club|Clubs]]
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** [[Weapons#Dagger|Daggers]]
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** [[Weapons#Slingshot|Slingshots]]
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The following tools always consume 4 points of energy:
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* [[Milk Pail]]
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* [[Shears]]
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|-
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|}
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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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{{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.
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{{:Farming/Skill}}
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==[[File:Mining_Skill_Icon.png|32px]] Mining==
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{{main article|Mining}}
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[[Mining]] skill is increased by breaking rocks. Each level adds +1 to [[Pickaxes|Pickaxe]] [[#Proficiency|proficiency]].
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You are awarded mining skill points when rocks are destroyed -- it doesn't matter if this is done by [[Pickaxes|Pickaxe]], [[Crafting#Bombs|Bombs]], or by the action of [[Monsters]].
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Different rock types give different numbers of experience points.
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{{:Mining/Skill}}
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==[[File:Foraging_Skill_Icon.png|32px]] Foraging==
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{{main article|Foraging}}
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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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===Experience Points===
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{{#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}}
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