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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.
 
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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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.   
    
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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{{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]].
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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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.
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==Skill-Based Title==
 
==Skill-Based Title==
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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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.
    
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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*level  ≤ 2:  Newcomer
 
*level  ≤ 2:  Newcomer
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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 v1.5.  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 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.
    
==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.}}
 
{{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 you choose a profession to change 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.}}
    
{{NavboxSkillsStats}}
 
{{NavboxSkillsStats}}
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