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239 bytes added ,  18:36, 10 August 2020
→‎Proficiency: Clarify that tool energy costs continue to decrease past level 10
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==Proficiency==
 
==Proficiency==
 
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<section begin="proficiency" />Proficiency refers to the amount of [[energy]] required to use a specific tool. Each increase in [[Skills|skill]] decreases energy requirements for specific tools by 0.1 points. (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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<section begin="proficiency" />Proficiency refers to the amount of [[energy]] required to use a specific tool.
    
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]].
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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 one tile costs the same energy as the starter watering 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 one tile costs the same energy as the starter watering can.  Attempting to use an empty watering can doesn't cost energy. Filling a watering can never uses energy.

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