Difference between revisions of "Professions"

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(Added more info about how to choose your profession)
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== Professions ==
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#REDIRECT [[Skills]]
 
 
It is extremely important to pick the profession that suits your play style the best. They do make a significant difference in the game. Currently, there is no in-game method of changing your profession, although there is a way to edit your file to change it. [https://www.reddit.com/r/StardewValley/comments/48piqs/psa_if_you_chose_the_wrong_profession_you_can/] However, it is better if you can get what you want the first time.
 
 
 
== Specific Skills ==
 
 
 
=== Farming ===
 
 
 
{| class="wikitable" id="roundedborder"
 
! Level !! Professions
 
|-
 
! Level 5
 
|style="padding: 6px;|Rancher - Animal products worth 20% more.
 
Tiller - Crops worth 10% more.
 
|-
 
! Level 10
 
(Rancher)
 
|style="padding: 6px;|Coopmaster - Befriend coop animals quicker. Incubation time cut in half.
 
Shepherd - Befriend barn animals quicker. Sheep produce wool faster.
 
|-
 
! Level 10
 
(Tiller)
 
|style="padding: 6px;|Artisan - Artisan goods (wine, cheese, oil, etc.) worth 40% more.
 
Agriculturist - All crops grow 10% faster.
 
|}
 
 
 
Tiller is the most popular choice, due to the fact that crops are a much simpler way to make money than animal products. However, even if your main income is through animals, Tiller is still better, because it gives you the option of choosing Artisan later. However, if you really want to make money by selling 5 heart animals, however, Rancher could be an option. Between Shepherd and Coopmaster, it really comes down to whether you have more barns or coops. As for Artisan vs. Agriculturist, Artisan is the clear winner. A 40% bonus on items that are already quite valuable is very, very useful. However, a 10% decrease in growth time is extremely small and useless compared with Artisan. Artisan is clearly the profession which will make you the most money.
 
 
 
=== Mining ===
 
 
 
{| class="wikitable" id="roundedborder"
 
! Level !! Professions
 
|-
 
! Level 5
 
|style="padding: 6px;|Miner - +1 ore per vein.
 
Geologist - Chance for gems to appear in pairs.
 
|-
 
! Level 10
 
(Miner)
 
|style="padding: 6px;|Blacksmith - Metal bars worth 50% more.
 
Prospector - Chance to find coal doubled.
 
|-
 
! Level 10
 
(Geologist)
 
|style="padding: 6px;|Excavator - Chance to find geodes doubled.
 
Gemologist - Gems worth 30% more.
 
|}
 
 
 
All of these professions are actually quite good. It really comes down to whether or not you plan to play through the endgame or not. Geologist is more useful in the midgame, as you can donate one of the gems to the museum and still have another in case somebody asks you for it. Miner is better in the late-game, so you can get more iridium. Blacksmith is also better in the later stages of the game, where metal bars are less useful, and selling them is a good option. However, coal can be hard to find in the early game, since you may not have enough money to buy it. By the time you reach Mining level 10, however, you will probably have enough money to buy coal from Clint. On the other hand, if you picked Geologist, you will also need to choose between a short-term and long-term benefit. Excavator is good, but once you have already gotten everything you can from geodes, it becomes useless. However, if combined with Crystalariums/Statue of Endless Fortune, Gemologist can be a good way to make lots of money from Prismatic Shards and Diamonds. Overall, Blacksmith will be helpful the longest.
 
 
 
=== Foraging ===
 
 
 
{| class="wikitable" id="roundedborder"
 
! Level !! Professions
 
|-
 
! Level 5
 
|style="padding: 6px;|Forester - Wood worth 50% more.
 
Gatherer - Chance for double harvest of foraged items.
 
|-
 
! Level 10
 
(Forester)
 
|style="padding: 6px;|Lumberjack - All trees have a chance to drop hardwood.
 
Tapper - Syrups worth 25% more.
 
|-
 
! Level 10
 
(Gatherer)
 
|style="padding: 6px;|Botanist - Foraged items are always highest quality.
 
Tracker - Locations of forageable items revealed.
 
|}
 
 
 
At Level 5, Gatherer is the obvious choice. Forester is just completely useless. Why sell wood? A boost from {{price|2}} to {{price|3}} is basically nothing. Hardwood increases from {{price|15}} to {{price|22}}, which does not warrant selling this rare and useful resource. Plus, the Level 10 professions from Forester are also fairly useless. By the time you get to Level 10 foraging, you should have plenty of hardwood, making Lumberjack useless. Tapper is already pointless because tree products are so useful that you will almost never have a surplus of them, and therefore never sell them. Tracker seems good, but instead of a map showing where forageables are, there are just little arrows. Since they are pretty easy to find anyway, it is much better to choose Botanist and have everything be iridium quality. Botanist is the only choice that makes much sense.
 
 
 
=== Fishing ===
 
 
 
{| class="wikitable" id="roundedborder"
 
! Level !! Professions
 
|-
 
! Level 5
 
|style="padding: 6px;|Fisher - Fish worth 25% more.
 
Trapper - Resources required to craft crab pots reduced.
 
|-
 
! Level 10
 
(Fisher)
 
|style="padding: 6px;|Angler - Fish worth 50% more.
 
Pirate - Chance to find treasure doubled.
 
|-
 
! Level 10
 
(Trapper)
 
|style="padding: 6px;|Mariner - Crab pots no longer produce junk items.
 
Luremaster - Crab pots no longer require bait.
 
|}
 
 
 
Fishing professions, like mining, have many good options. The level 5 choice is pretty easy. If you fish, pick Fisher. If you don't, pick Trapper. At Level 10, Angler is more useful in the long run, but Pirate is great for finding artifacts for the museum. Mariner vs. Luremaster really comes down to play style. If you are lazy, pick Luremaster. If you hate trash, pick Mariner. All of the fishing professions are worthwhile.
 
 
 
=== Combat ===
 
 
 
{| class="wikitable" id="roundedborder"
 
! Level !! Professions
 
|-
 
! Level 5
 
|style="padding: 6px;|Fighter - All attacks deal 10% more damage. +15 HP
 
Scout - Critical strike chance increased by 50%. +0 HP
 
|-
 
! Level 10
 
(Fighter)
 
|style="padding: 6px;|Brute - Deal 15% more damage. +0 HP
 
Defender - +25 HP.
 
|-
 
! Level 10
 
(Scout)
 
|style="padding: 6px;|Acrobat - Cooldown on special moves cut in half. +0 HP
 
Despardo - Critical hits are deadly. +0 HP
 
|}
 
 
 
Combat professions are like farming. There is one that is clearly the best, but there is another decent path. Fighter is usually better than Scout because it is guaranteed extra damage, rather than increasing a very small probability by 50%. Even with Scout, critical hit chance is extremely low. Defender (like Agriculturist, but even worse) is probably the worst profession in the game. You reached combat Level 10. You don't need any more HP. Plus, it's only 25. That's about the same as a Field Snack. However, Brute is a good option, probably the best. Desperado is pretty good, but if you use the special moves, pick Acrobat. Overall, Brute is the best choice.
 
 
 
== Summary ==
 
 
 
{|
 
|-
 
{| class="wikitable" style="margin-top: 0; margin-bottom: 0; padding-top: 0; padding-bottom: 0;"
 
!Skill
 
!Reccomended
 
        !Alternative
 
|-
 
|Farming||Tiller → Artisan ||Rancher → Coopmaster
 
|-
 
|Mining||Miner → Blacksmith||Geologist → Gemologist
 
|-
 
|Foraging||Gatherer → Botanist||Forester → Lumberjack
 
|-
 
|Fishing||Fisher → Pirate||Trapper → Mariner
 
|-
 
|Combat||Fighter → Brute||Scout → Despardo
 
|}
 

Latest revision as of 23:21, 5 August 2017

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