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Yeni sayfa: "{{Çeviri}}{{Basics-top}} {{TOC right}} '''Skills''' are player attributes which are leveled up through the use of specific tools or actions. Increasing skill will increase the pro..."
{{Çeviri}}{{Basics-top}}
{{TOC right}}

'''Skills''' are player attributes which are leveled up through the use of specific tools or actions. Increasing skill will increase the proficiency of certain tools, and unlock helpful and unique crafting recipes. It should be noted that any crafting recipes learned through leveling up will not be accessible until after your next save/the following day.

Each skill has ten levels, and at level 5 and level 10 players will select from one of two Professions to specialize in. These Professions take effect immediately; for example, the Level 5 Fisher specialization will increase the selling price of fish put into the shipping box the previous night. All skills need the following experience points to increase skill level:
{|
|-
|
{| class="wikitable"
|-
! Lvl
! Total Experience
|-
! 1
| 100
|-
! 2
| 380
|-
! 3
| 770
|-
! 4
| 1300
|-
! 5
| 2150
|-
|}
|
{| class="wikitable"
|-
!Lvl
!Total Experience
|-
! 6
| 3300
|-
! 7
| 4800
|-
! 8
| 6900
|-
! 9
| 10000
|-
! 10
| 15000
|}
|-
|}

A variety of skills can be temporarily improved by eating specific [[Cooking|foods]]. These skills will appear as a [[Buffs|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.

{| class=wikitable
|style="min-width: 85px;" |[[File:Farming_Skill_Icon.png|24px|link=|alt=]] [[Skills#Farming|Farming]]
|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]]
|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]]
|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]]
|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]]
|Combat is a skill tied to the player's ability to fight against [[monsters]].
|}

==Proficiency==
<!--Note: This section is transcluded on the Tools page-->
<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.)

At skill level 0, each [[Pickaxes|Pickaxe]], [[Axes|Axe]], and [[Hoes|Hoe]] uses 2 energy. Each [[Tools#Fishing Poles|Fishing Pole]] uses 8 energy. The starter [[Watering Cans|Watering Can]] uses 2 [[energy]].

Fully charging an upgraded watering can increases its energy cost by 2 points per upgrade, but each increase in [[Skills|skill]] decreases those energy requirements by another 0.1 points per upgrade. At Farming Level 0, the starter can uses 2 energy, and the iridium can uses 10 energy. At Farming Level 10, the starter can uses 1 energy, and the iridium 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 water can never uses energy.

Upgrading an Axe, Pickaxe, or Hoe does not decrease 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.

Note that all Hoes use the same energy (2 points at Farming Level 0, and 1 point at Farming Level 10), whether fully-charged 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.
{|
|-
|style="vertical-align: top;"|
=== Affected Tools ===
'''Farming'''
* [[Hoes|Hoe]]
* [[Watering Cans|Watering Can]]

'''Foraging'''
* [[Axes|Axe]]

'''Fishing'''
* [[Tools#Fishing Poles|Fishing Rod]]

'''Mining'''
* [[Pickaxes|Pickaxe]]
|style="width: 48px;"|
|style="vertical-align: top;"|
=== Unaffected Tools ===
The following tools do not consume energy:
* [[Scythe]]
* [[Weapons]]
** [[Weapons#Sword|Swords]]
** [[Weapons#Club|Clubs]]
** [[Weapons#Dagger|Daggers]]
** [[Weapons#Slingshot|Slingshots]]

The following tools always consume 4 points of energy:
* [[Milk Pail]]
* [[Shears]]
|-
|}

Neither loading a [[Crab Pot]] with [[Bait]] nor harvesting it uses any energy, at any skill level.<section end="proficiency" />

==[[File:Farming_Skill_Icon.png|32px]] 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. Hoe and watering can use does not give experience by itself. Each level grants +1 [[#Proficiency|proficiency]] to the [[Hoes|Hoe]] and [[Watering Cans|Watering Can]].

{{:Farming/Skill}}

==[[File:Mining_Skill_Icon.png|32px]] Mining==
{{main article|Mining}}
[[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]].

Different rock types give different numbers of experience points.
{{:Mining/Skill}}

==[[File:Foraging_Skill_Icon.png|32px]] 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.

Chopping down a tree gives 12 foraging experience points (granted all at once for the last chop that causes the tree to fall), and removing [[Large Stump]]s and [[Large Log]]s gives 25 exp. Removing regular tree stumps gives 1 exp.

Picking up Forage items around town gives 7 exp each (except for [[Snow Yam]] and [[Winter Root]], which give no exp). Picking up a [[Truffle]] on the farm gives 7 exp. Harvesting a forage crop grown on the farm from [[Crops#Wild Seeds|Wild Seeds]] also gives 7 exp. When a player has the [[Skills#Foraging|Gatherer]] profession, and harvesting one plant produces two forage items, 7 exp is given for each item, 14 exp altogether.

[[Spring Onion]]s that grow in [[Cindersap Forest]] south of [[Leah's Cottage]] give 3 exp each when harvested.

[[Salmonberry|Salmonberries]] give no foraging experience when harvested from bushes during Salmonberry Season.

{{:Foraging/Skill}}

==[[File:Fishing_Skill_Icon.png|32px]] 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>Each level grants +1 Fishing Rod [[Skills#Proficiency|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.</p>

{{:Fishing/Skill}}

==[[File:Combat_Skill_Icon.png|32px]] 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}}

==Changing Professions==
The [[The Sewers#Statue Of Uncertainty|Statue Of Uncertainty]] in the sewers allows players to change their chosen professions. After donating {{price|10000}} then going to sleep for the night, the level 5 "Choose a Profession" screen for the skill chosen at the statue will appear, followed by the corresponding level 10 "Choose a Profession" screen. The statue allows players to change one skill-based profession per night.

==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.

The level is calculated as follows: <code>(farmingLevel + fishingLevel + foragingLevel + combatLevel + miningLevel + luckLevel) / 2</code>

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

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 v1.3.28. Luck level appears (in the game code) to have been intended as a 6th skill that could be leveled up, like the other skills.

==History==
{{History|1.3|Added statue of uncertainty. Removing a regular tree stump now gives +1 Foraging experience.}}

{{NavboxSkillsStats}}

[[Category:Skills]]

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