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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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=== 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]]
 
* [[Golden Scythe]]
 
* [[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}}
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==[[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}}
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==[[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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{{#lsth:Foraging|Experience Points}}
 
{{#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 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}}
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==[[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
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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.
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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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==Unused Content==
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==Mastery==
Though not appearing in the game itself, there are references in the game's code to a skill point system.<ref name="LevelUp" /> This system appears to allow the player to accumulate and spend skill points, although there does not appear to be anything in the code that would have used these skill points as currency. Based on the unused code, there would have been 36 skill point increases to go through (including level 0), which were based on a combination of the player's level and the cumulative amount of money the player had earned to that point. Each level would give the player 2 skill points, as long as the player had also earned enough money (i.e. earning money alone would not earn skill points, and leveling up alone would also not earn skill points -- both must have taken place in order to receive any skill points).
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{{main article|Mastery Cave}}
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The player started at level 0 and would receive 2 skill points immediately. They would receive another 2 skill points once they had reached level 1 and also earned {{price|600}}. The threshold for how much money was needed at each new level was calculated as <code>this level's cost + ((this level's cost - last level's cost)*1.2)</code>, rounded down. For example since the first level required {{price|600}}, then the second level would require {{price|1320}} to earn any skill points <code>600 + ((600 - 0)*1.2) = 1320</code>, and the third level would have required {{price|2184}} <code>1320 + ((1320 - 600)*1.2) = 2184</code>. The final skill points would be received once the player had reached level 35 and also earned a total of {{price|1764653}}.
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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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Note: This is not saying that the player leveled up through earning money. It is also not saying that the skill points would cost this money to "purchase" (no money was deducted when receiving the skill points). Rather, this is saying that the player could earn skill points at each level as long as enough money had been earned throughout the game. It is unclear what the original way of increasing a player's level would be in relation to this system. The skill points awarded were separate from the player's actual level. As noted in the [[Skills#Skill-Based Title|Skill-Based Title]], this is not the only content to have expected a player's level to be able to reach higher than what is currently the game's highest level.
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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}}
==References==
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<references>
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    <ref name="LevelUp">See <samp>Farmer::checkForLevelUp</samp> in the game code.</ref>
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</references>
      
==History==
 
==History==
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{{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 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.}}
 
{{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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