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This page or section contains unmarked spoilers from update 1.6 of Stardew Valley. Players may want to avoid or be cautious toward reading this article/section.


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 player is 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.

All skills need the following experience points to increase skill level:

Lvl Experience Total Experience
1 100 100
2 +280 380
3 +390 770
4 +530 1300
5 +850 2150
Lvl Experience Total Experience
6 +1150 3300
7 +1500 4800
8 +2100 6900
9 +3100 10000
10 +5000 15000

A variety of skills can be temporarily improved by eating specific foods. These skills will appear as a 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.

Farming Skill Icon.png Farming Levels are gained by harvesting crops and caring for animals. Each level grants +1 hoe and watering can proficiency (see tools).
Mining Skill Icon.png Mining Mining skill is increased by breaking rocks (normally done with a Pickaxe). Each level grants +1 pickaxe proficiency.
Foraging Skill Icon.png Foraging Foraging skill includes both gathered foraged goods, and wood from trees chopped with an axe tool. Each level grants +1 axe proficiency.
Fishing Skill Icon.png 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.
Combat Skill Icon.png Combat Combat is a skill tied to the player's ability to fight against monsters.

Proficiency

Proficiency refers to the amount of energy required to use a specific tool.

At skill level 0, each successful use of a Pickaxe, Axe, or 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 Fishing Pole costs 8 energy, even if the cast fails (e.g., the fishing line does not land in water). The starter Watering Can uses 2 energy.

Each increase in skill decreases energy requirements by 0.1 points for specific tools (listed 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 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 0.1 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.

Upgrading an Axe, Pickaxe, or Hoe does not alter the amount of energy required to use it. The increased power of the Axe and Pickaxe and increased area-of-effect of the Hoe 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.

All fishing poles use the same energy: 8 points at Fishing Level 0, and 7 points at Fishing Level 10.

Affected Tools

Farming

Foraging

Fishing

Mining

Unaffected Tools

The following tools do not consume energy:

The following tools always consume 4 points of energy:

Neither loading a Crab Pot with Bait nor harvesting it uses any energy, at any skill level.

Farming Skill Icon.png 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 hoe or watering can does not grant experience by itself. Each level grants +1 proficiency to hoes and watering cans.

Level 1 Level 2 Level 3 Level 4 Level 5
Crafting Recipes: Crafting Recipes: Crafting / Cooking Recipes: Crafting Recipes: Choose a Profession:
  Scarecrow

  Basic Fertilizer

  Mayonnaise Machine

  Stone Fence

  Sprinkler

  Bee House

  Speed-Gro

  Farmer's Lunch

  Preserves Jar

  Basic Retaining Soil

  Iron Fence

  Rancher

Animal products worth 20% more.

  Tiller

Crops worth 10% more.

(Bonus applies to all Vegetables and Flowers, plus any Fruit that has not been foraged)

Level 6 Level 7 Level 8 Level 9 Level 10
Crafting Recipes: Crafting Recipes: Crafting Recipes: Crafting Recipes: Rancher: Tiller:

  Cheese Press

  Hardwood Fence

  Quality Sprinkler

  Loom

  Quality Retaining Soil

  Oil Maker

  Keg

  Deluxe Speed-Gro

  Seed Maker

  Iridium Sprinkler

  Quality Fertilizer

  Coopmaster

Befriend coop animals quicker. Incubation time (for Incubator and Ostrich Incubator) cut in half.

(Also improves coop product quality, see details here)

  Artisan

Artisan goods (wine, cheese, oil, etc.) worth 40% more.

(Note that oil does not actually benefit from the Artisan Profession)

  Shepherd

Befriend barn animals quicker. Sheep produce wool faster.

(Also improves barn product quality, see details here)

  Agriculturist

All crops grow 10% faster.

Mining Skill Icon.png Mining

Main article: Mining

Mining skill is increased by breaking rocks. Each level adds +1 to Pickaxe proficiency. Mining skill points are awarded when rocks are destroyed -- it doesn't matter if this is done by Pickaxe, Bombs, or by the action of Monsters.

Different rock types give different numbers of experience points.

Level 1 Level 2 Level 3 Level 4 Level 5
Crafting Recipes: Crafting Recipes: Cooking Recipes: Crafting Recipes: Choose a Profession:
  Cherry Bomb   Staircase   Miner's Treat

  Glowstone Ring

  Transmute (Fe)

  Miner
+1 ore per vein.
  Geologist
Chance for gems to appear in pairs.
(50% chance per mining node. Also applies to geodes spawned from breaking rocks.)
Level 6 Level 7 Level 8 Level 9 Level 10
Crafting Recipes: Crafting Recipes: Crafting Recipes: Crafting Recipes: Miner: Geologist:
  Bomb   Transmute (Au)   Mega Bomb   Crystalarium   Blacksmith
Metal bars worth 50% more.
(Applies to Copper, Iron, Gold, Iridium, & Radioactive Bars)
  Excavator
Chance to find geodes doubled.
(Applies to all 4 types of geodes)
  Prospector
Chance to find coal doubled.
  Gemologist
Gems worth 30% more.
(applies to Minerals and Gems)

Foraging Skill Icon.png 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 Axe. Each foraging skill level adds +1 axe proficiency.

Level 1 Level 2 Level 3 Level 4 Level 5
Crafting Recipes: Cooking Recipes: Crafting Recipes: Crafting Recipes: Choose a Profession:
  Wild Seeds (Sp)  Field Snack
  • Trees sometimes
    drop seeds.
  Charcoal Kiln   Cookout Kit   Wild Seeds (Su)  Tapper   Mushroom Log
  • +1 Wild Berry
    harvesting
  Forester
Trees drop 25% more wood.
(Applies to Trees, Stumps & Logs)
  Gatherer
Chance for double harvest of foraged items.
(20% chance of double harvest)
Level 6 Level 7 Level 8 Level 9 Level 10
Crafting Recipes: Crafting Recipes: Crafting Recipes: Crafting Recipes: Forester: Gatherer:
  Lightning Rod  Wild Seeds (Fa)

  Warp Totem:
Beach

  Wild Seeds (Wi)

  Warp Totem:
Mountains

  Tree Fertilizer

  Survival Burger   Warp Totem: Farm

  Tent Kit

  • +1 Wild Berry
    harvesting
  Rain Totem   Lumberjack
All trees have a chance to drop hardwood.
  Botanist
Foraged items are always highest quality.
  Tapper
Syrups worth 25% more.
  Tracker
Location of forageable items revealed.

Experience Points

Experience points (XP) are granted as follows:

  • 12 XP for chopping down a tree with an axe (granted all at once for the last chop that causes the tree to fall).
  • 1 XP for removing the tree stump after chopping down a tree.
  • 1 XP per berry for shaking Blackberries and Salmonberries off bushes in their respective seasons.
  • 25 XP for removing Large Stumps and Large Logs.
  • 7 XP for each foraged item picked up from the ground.
    • If the Gatherer profession doubles the foraged item, another 7 XP is granted for the extra item.
  • 3 XP for each Spring Onion harvested from Cindersap Forest in Spring.
  • 2 XP for items grown from Wild Seeds (except if in a Garden Pot, in which case 0 XP).

The 7 XP for foraging items applies solely to those items visible sitting on the ground that are picked up only if the player clicks on them; it does not apply to items lying on the ground (e.g., dropped by shaking) that are automatically added to the player inventory by magnetism. Specific items that do grant 7 XP include:


The following Items do NOT grant any foraging experience:


Fishing Skill Icon.png Fishing

Main article: Fishing

Fishing Skill is increased by catching Fish, Trash, Seaweed, Green Algae, or White Algae with a Fishing Rod/Pole or by harvesting Crab Pots.

Each level grants +1 Fishing Rod Proficiency, increases the minimum fish size (in/cm) and bobber bar height, and decreases the max amount of time before fish bite. Fishing skill also increases the chance to find quality (silver or gold star) fish.

Level 1 Level 2 Level 3 Level 4 Level 5
Crafting Recipes: Crafting Recipes: Crafting / Cooking Recipes: Crafting Recipes: Choose a Profession:
Casting distance increased by one tile   Bait   Crab Pot  Dish O' The Sea   Deluxe Bait  Worm Bin  Recycling Machine
  • Casting distance increased by one tile
  Fisher
Fish worth 25% more.
  Trapper
Resources required to craft crab pots reduced.
Level 6 Level 7 Level 8 Level 9 Level 10
Crafting Recipes: Crafting Recipes: Crafting Recipes: Crafting / Cooking Recipes: Fisher: Trapper:
  Bait Maker  Spinner  Trap Bobber  Sonar Bobber   Cork Bobber  Treasure Hunter   Deluxe Worm Bin  Barbed Hook  Dressed Spinner   Seafoam Pudding  Magnet   Angler
Fish worth 50% more.
  Mariner
Crab pots no longer produce junk items.
  Pirate
Chance to find treasure doubled.
  Luremaster
Crab pots no longer require bait.

Combat Skill Icon.png 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.

Level 1 Level 2 Level 3 Level 4 Level 5
Crafting Recipes: Crafting Recipes: Cooking Recipes: Crafting Recipes: Choose a Profession:
  Sturdy Ring  Bug Steak   Life Elixir   Roots Platter   Warrior Ring   Fighter
All attacks deal 10% more damage.
(+15 HP)
  Scout
Critical strike chance increased by 50%.
(+0 HP)

(Note that the increase is multiplicative. The formula is: critChance = critChance * 1.5)

Level 6 Level 7 Level 8 Level 9 Level 10
Crafting Recipes: Crafting Recipes: Crafting Recipes: Crafting / Cooking Recipes: Fighter: Scout:

  Slime Egg-Press

  Oil of Garlic
  Ring of Yoba  Thorns Ring

  Slime Incubator

  Explosive Ammo

  Iridium Band

  Squid Ink Ravioli
  Brute
Deal 15% more damage.
(+0 HP)

(Stacks multiplicatively with Fighter)

  Acrobat
Cooldown on special moves cut in half.
(+0 HP)
  Defender
+25 HP.
  Desperado
Critical strikes are deadlier.
(+0 HP)

(2x Critical strike damage)

Changing Professions

 
The Statue Of Uncertainty

The Statue Of Uncertainty in The Sewers allows the player to change professions. After donating data-sort-value="10000"> 10,000g, the statue requires the player to choose one skill to change. That night after the player goes to bed, the Level 5 "Choose a profession" screen will appear, followed by the corresponding Level 10 "Choose a profession" screen for the skill selected at the statue.

Only skills for which professions have already been chosen will appear on the Statue's menu. As soon as the player chooses a profession to change, the bonuses for existing professions disappear. Skills that give bonuses to sell prices will not apply to items placed in the shipping bin the day the profession is changed.

Just like levelling up a skill at the end of the day causes the player to wake up with full energy the next day no matter what, using this statue on any given day will cause the player to wake up with full energy the next day as well.

Skill-Based Title

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: (farmingLevel + fishingLevel + foragingLevel + combatLevel + miningLevel + luckLevel) / 2

If the resulting number ends in 0.5, the decimal value is truncated, and only the integer portion is considered.

Here are the possible Titles:

  • level ≥ 30: Farm King
  • level > 28: Cropmaster
  • level > 26: Agriculturist
  • level > 24: Farmer
  • level > 22: Rancher
  • level > 20: Planter
  • level > 18: Granger
  • level > 16: Farmgirl/Farmboy
  • level > 14: Sodbuster
  • level > 12: Smallholder
  • level > 10: Tiller
  • level > 8: Farmhand
  • level > 6: Cowpoke
  • level > 4: Bumpkin
  • level > 2: Greenhorn
  • level ≤ 2: Newcomer

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.

Mastery

Main article: Mastery Cave

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, which they can then use to master the five skills, unlocking different perks.

Level Mastery points needed to unlock from previous level Total Mastery Points Required
1 10,000 10,000
2 15,000 25,000
3 20,000 45,000
4 25,000 70,000
5 30,000 100,000

History

  • 1.3.27: Added Statue of Uncertainty. Removing a regular tree stump now gives +1 Foraging experience.
  • 1.4: Fixed Prospector profession not applied to rocks destroyed in the mines.
  • 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.
  • 1.6: Added mastery.