
Walk Of Life - Profession Overhaul
An extensive overhaul of Stardew Valley profession trees and skill progression systems, which seeks to replace the rather "boring" vanilla perks with more unique, interesting and impactful choices at every branch.
查看大图[center]
[img]https://i.imgur.com/z7GvkEz.png[/img]
[img]https://stardewvalleywiki.com/mediawiki/images/8/82/Farming_Skill_Icon.png[/img][img]https://stardewvalleywiki.com/mediawiki/images/2/2f/Mining_Skill_Icon.png[/img][img]https://stardewvalleywiki.com/mediawiki/images/f/f1/Foraging_Skill_Icon.png[/img][img]https://stardewvalleywiki.com/mediawiki/images/e/e7/Fishing_Skill_Icon.png[/img][img]https://stardewvalleywiki.com/mediawiki/images/c/cf/Combat_Skill_Icon.png[/img][/center]
[size=6][font=bebas_neuebook]What this is[/font][/size]
This mod is an extensive overhaul of the skill progression and profession tree systems. It replaces the unbalanced and rather [i]boring[/i] vanilla professions with more unique and impactful choices. The goal is not to re-optimize gold-making potential, but to expand the gameplay and encourage new experiences.
Optionally, this mod also brings "classic" game progression tropes, like [url=https://tvtropes.org/pmwiki/pmwiki.php/Main/PrestigeClass]Prestige Classes[/url], [url=https://tvtropes.org/pmwiki/pmwiki.php/Main/ClassChangeLevelReset]Class Change Level Reset[/url], and [url=https://tvtropes.org/pmwiki/pmwiki.php/Main/LimitBreak]Limit Breaks[/url]. They are enabled by default, but can be disabled. Learn more about them below.
This mod is inspired by such legendary overhaul mods as [url=https://www.nexusmods.com/skyrimspecialedition/users/3959191]Enai Siaion's[/url] [url=https://www.nexusmods.com/skyrimspecialedition/mods/1137]Ordinator[/url] for Skyrim and [url=https://www.nexusmods.com/witcher3/users/54536917]ReaperAnon's[/url] [url=https://www.nexusmods.com/witcher3/mods/3522]W3EE[/url]. It borrows many ideas and a few assets from the classic [url=https://ro.gnjoy.com/index.asp]Ragnarok Online[/url] and a few other popular games. It also includes new and improved profession icons delivered by [url=https://www.nexusmods.com/stardewvalley/users/38784845]IllogicalMoodSwing[/url] ([b]please visit and endorse [url=https://www.nexusmods.com/stardewvalley/mods/4163]Profession Icons Redone[/url][/b]).
[size=6][font=bebas_neuebook]The Professions[/font][/size]
Click twice on the professions below to expand for more details. I encourage reading this section fully, as some professions have some "hidden" minor perks not mentioned in their description, while other descriptions are intentionally vague due to the in-game length limitation. Golden text refers to [b]Prestige Professions[/b] (read more about them in the next section). All perks are cumulative except when written [s]with strikethrough[/s], which means a previous perk is being replaced/upgraded.
Level 5 professions always grant one minor early-game perk. Level 10 professions always give two perks: one minor and one major; the minor perk usually being a simple numeric buff, and the major perk a new gameplay feature. These professions have gone through several years of iteration, aiming to strike the right mix of consistency, gameplay fairness, realism/immersion, and overall fun factor.
[size=5][img]https://i.imgur.com/p9QdB6L.png[/img] [font=bebas_neuebook]Farming[/font][/size]
[list]
[][img]https://i.imgur.com/tMK83Vu.png[/img] [b]Harvester (Lv5)[/b] - 10% chance for extra yield from harvested crops.
[spoiler][color=gold][img]https://i.imgur.com/bzpC7KG.png[/img] [b]Master Harvester (Lv15)[/b] - [s]10%[/s] → 20% chance for extra yield from harvested crops.[/color]
[spoiler][size=2]
Equivalent in value to vanilla's 10% price bonus on average, but also provides value if you don't sell raw crops.[/size][/spoiler]
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[][img]https://i.imgur.com/JAhCe85.png[/img] [b]Agriculturist (Lv10)[/b] - Crops grow 10% faster, plus 5% per different crop type grown in the same tile and season. Highest-quality crops can be harvested organically, without fertilizers.
[spoiler][color=gold][img]https://i.imgur.com/YXpr4ZY.png[/img] [b]Cropwhisperer (Lv20)[/b] - Chance to harvest crops grown previously in the same tile and season. Use Retaining Soil to grow crops out of season.[/color]
[spoiler][size=2]
Every tilled tile keeps a memory of the previous crops grown on that tile in the current season. For each unique crop in that memory, the [i]next[/i] crop gains 5% bonus to growth speed. If prestiged, each crop in memory also has a chance to be harvested as a bonus yield. Chance is 20% for the most recent crop, and decreases by 2x for each subsequent crop (10% / 5% / 2.5%). Caps out at 4 crops.
Soil memory resets on the 1st of every season, and is completely lost if the hoe dirt disappears (whether from using a Pickaxe or left unplanted).
[b]Highest-quality[/b] refers to iridium, which normally requires Deluxe Fertilizer. The chance is very small; about 7% at level 10, without fertilizers. Deluxe Fertilizer increases that to about 40% at level 10. Fertilizers are still very useful.
Note that quality is determined only on the moment of harvest; planted crops have no quality, which means that this perk will apply to crops planted before obtaining this profession.
When prestiged, Retaining Soil can be used to either extend a crop's lifespan into the next season, or even to grow a whole crop out of season. Each quality of Retaining Soil allows a single tile to sustain an out-of-season crop for a limited number of days:
- [b]Basic Retaining Soil:[/b] 3 days
- [b]Quality Retaining Soil:[/b] 7 days
- [b]Deluxe Retaining Soil:[/b] 13 days
Any crop that fully grows within that time can be harvested as normal despite being out of season.
Retaining Soil can be used to extend a crop's lifetme into the winter season, but [b]cannot be used to plant crops during winter[/b].[/size][/spoiler]
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[][img]https://i.imgur.com/U7pkTnJ.png[/img] [b]Artisan (Lv10)[/b] - Artisan machines calibrate to repeated ingredients, progressively reducing process time. Chance to preserve ingredient quality when fully calibrated.
[spoiler][color=gold][img]https://i.imgur.com/mb1smYT.png[/img] [b]Machinist (Lv20)[/b] - Machines calibrate twice as quickly. Enhance machines with batteries and curing agents to further boost processing speed or output quality.[/color]
[spoiler][size=2]
[b]Calibration:[/b] Process the same ingredient consecutively to reduce each subsequent process cycle by 2.5%, capping at 25%. If the ingredient changes, calibration drops back to zero. Does not distinguish items of different qualities. Bonus is tied to each machine; as long as the machine was crafted by an Artisan player, any player using the machine receives the bonus (ownership requirement can be disabled in settings). When prestiged, one additional output is generated for free every 5 cycles.
[b]Quality Preservation: [/b]Is a percentage based on Farming level. Performs multiple checks, reducing quality by one stage on each failure. Iridium input guarantees at least silver-quality output. Bonus is tied to the Artisan player; only a player with this profession can preserve quality, regardless of who crafted the machine.
[b]Machine Treatments:[/b] Machines accept four kinds of treatments.[/size]
[list]
[][size=2][b]Fermentation treatment [/b]coats the machine with Oak Resin. Imparts oak, woody smells and flavors, while promoting a favorable environment for fermentation. Applies to fermented products like wines, beers, meads, cheeses, and pickles.[/size][/]
[][size=2][b]Glazing treatment[/b] coats the machine with sweet, viscous syrup like Maple Syrup. Enhances the sweetness of fruits and other ingredients while making juices, jams and other confectures. [i]If SVE is installed, Birch Syrup can also be used.[/i][/size][/]
[][b]Sealing treatment[/b] applies thick greese like Pine Tar to seal gaps and condition surfaces for heat retention. Supports manufacturing of oils, waxes and dried goods, while also enhancing the flavor of smoked meats. [i]If SVE is installed, Fir Wax can also be used.[/i][/]
[][b]Overclock treatment[/b] fits a battery-powered controller to push the machine beyond its limits, dramatically increasing process speed for a few cycles.[/]
[/list][size=2]Treatments last between 20 to 30 cycles. Interact with the machine while holding the corresponding item to apply the treatment. Can be customized using files in the assets/data folder.
[b]Additional changes:[/b] Not exclusive to Artisan, but added optionally to improve the job fantasy. All can be disabled in settings.[/size]
[list]
[][size=2]Large Eggs and Large Milk increase the output stack of Mayo and Cheese respectively, instead of increasing output quality to gold.[/size][/]
[][size=2]Added Ostrich and Golden Mayo, replacing the weird vanilla rules that normally apply to Ostrich and Golden eggs.[/size][/]
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[][img]https://i.imgur.com/pzj62pg.png[/img] [b]Rancher (Lv5)[/b] - Animals can be fed certain crops to supplement nutrition and increase friendship.
[spoiler][color=gold][img]https://i.imgur.com/Ipu2yYK.png[/img] [b]Master Rancher (Lv15)[/b] - Crops placed in a shed are distributed by feed hoppers. Friendship with animals builds twice as quickly.[/color]
[spoiler][size=2]
[b]Crop Feeding:[/b] Animal species can eat certain crops. Once per day, you can feed an animal their favored crop to improve, in addition to friendship, it's short-term and long-term nutrition; two hidden stats that will be relevant to the next professions. [b]Short-term[/b] nutrition increases by 25 per feeding, caps at 100, and decays by 10 on days where the animal is not fed. [b]Long-term[/b] nutrition also increases by 25 per feeding, caps at 1000, and never decays.
There is no trial and error or different levels of taste like villager NPCs; an animal will only accept the crop if it can eat it, and if it can eat it then it is favored. Quality makes no difference. You can track which animals have been fed in the Animals menu.[/size][/spoiler]
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[][img]https://i.imgur.com/410Ljxw.png[/img] [b]Breeder (Lv10)[/b] - Halved incubation time and increased pregnancy chance. Animals with life-long supplemental nutrition build increasingly valuable bloodlines.
[spoiler][color=gold][img]https://i.imgur.com/dG0aSUn.png[/img] [b]Progenitor (Lv20)[/b] - Animal bloodlines can be improved further and without limitations. Deluxe Barn capacity +2.[/color]
[spoiler][size=2]
Animals you breed inherit the life-long nutrition of their mother. Inherited nutrition becomes their baseline, and does not contribute to its 1000 potential. This new baseline determined the animal's sale value; feeding the animal will not increase its value, but will increase its total nutrition, which can be passed on to the next generation, leading to better and better bloodlines.
An animal's sale value also decreases slowly over the years according to age and number of pregnancies or laid eggs. This will never decrease its value past the vanilla baseline. The optimal time to sell an animal is thus right when it hits maturity. Before prestige, there is a soft cap around ~10x vanilla price, which takes about 5 generations. After prestige, price can scale indefinitely.
[b]O[/b][b]nly affects animals born after obtaining this profession[/b], though nutrition can be accumulated earlier.
This generates an actual gameplay loop; choose which animals to breed to maximize bloodline potential, and when to sell animals for maximum profit.
[b]Note about eggs:[/b] An individual's inherited nutrition value is stored [b]on each egg[/b]; if the player stacks eggs together, the individual information is lost. The mod will compute the mean nutrition of the final stack and assume that value for any egg taken from that stack, effectively diluting any very high-potential eggs. As such, if you're raising a high-potential chicken, keep its eggs separate from other stacks. Conversely, you can intentionally stack a bunch of eggs to ensure a newborn chick will inherit at least the mean potential of all chickens in a group.
[b]Bonus: [/b]If you are a Breeder, your chickens above a certain nutrition threshold will have a very small chance to produce a Blue Egg naturally, which will hatch into a Blue Chicken.[/size][/spoiler]
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[][img]https://i.imgur.com/dv1ujZt.png[/img] [b]Producer (Lv10)[/b] - Animals with daily supplemental nutrition can produce twice as frequently. Animal produce worth 5% more for every full barn or coop.
[spoiler][color=gold][img]https://i.imgur.com/riCLlNf.png[/img] [b]Prolific (Lv20)[/b] - Animals with daily supplemental nutrition can produce up to four times more frequently. Deluxe Coop capacity +2.[/color]
[spoiler][size=2]
Animals will progress through their production cycles twice as quickly on days where their short-term nutrition value is maxed at 100. This means that Ducks will lay eggs every day, and Ostriches will lay eggs every 4 days (rounds up). If the animal already produces daily, this does [b]not[/b] cause it to produce twice per day.
If prestiged, the nutrition cap is raised to 200, and the animal's production cycle is doubled again while maxed out at that value, so Ostriches and Dinosaurs will lay eggs every 2 days.
Bonus value from full buildings also applies to artisan goods derived from animal products (such as cloth, cheeses, mayos), honey (configurable), and meats (not included). Oly deluxe buildings can be considered full, and only barns and coops owned (i.e., commissioned) by the Producer (ownership requirements can be turned off in the configs). SVE Premium buildings will also be considered, but they, too, must be [b]full[/b] (i.e., must have 16 animals). If prestiged, [b]this also includes the bonus 2 animal slots[/b], which means that the bonus from coops [i]will[/i] be temporarily lost until those extra slots are filled.
There is no upper limit to the price bonus.[/size][/spoiler][/spoiler][/][/list][size=5][img]https://i.imgur.com/jf88nPt.png[/img] [font=bebas_neuebook]Foraging[/font][/size]
[list]
[][img]https://i.imgur.com/2FmTjJF.png[/img] [b]Forager (Lv5)[/b] - 20% chance for double yield of foraged items.
[spoiler][color=gold][img]https://i.imgur.com/akUNM3E.png[/img] [b]Master Forager (Lv15)[/b] - [s]20%[/s] → 40% chance for double yield of foraged items.[/color]
[spoiler][size=2]
Other than the name, changed for consistency with other skills, this profession is unchanged from vanilla.[/size][/spoiler]
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[][img]https://i.imgur.com/6g9IRVA.png[/img] [b]Ecologist (Lv10)[/b] - Foraged items restore 50% more health and energy. The quality of foraged items increases as new varieties are uncovered.
[spoiler][color=gold][img]https://i.imgur.com/gEUl2fl.png[/img] [b]Bioharmonist (Lv20)[/b] - Foraged items restore [s]50%[/s] → 100% more health and energy and also afford buffs.[/color]
[spoiler][size=2]
All foraged items will have the same deterministic quality, providing immediate inventory convenience. But the quality initially starts at silver and progresses to iridium based on how many kinds of forage you have "studied". By default, requires 30 forage varieties to reach iridium, which is a number balanced for vanilla. This target can be increased via mod settings in case you have many mods adding new forage items. Only items foraged [i]after[/i] obtaining the profession will be counted.
If prestiged, a buff is chosen at random the first time a forage is consumed (eaten) since obtaining the prestige. That particular forage will henceforth always grant the same buff [i]for that player[/i], which will be indicated in the item's tooltip. If a different player in the multiplayer session also picks this prestige, their buffs will be different.[/size][/spoiler][/spoiler][/]
[][img]https://i.imgur.com/mMWXwRd.png[/img] [b]Scavenger (Lv10)[/b] - Location of forageable items revealed. Occasionally detect buried treasures.
[spoiler][color=gold][img]https://i.imgur.com/Na7x4w0.png[/img] [b]Wayfarer (Lv20)[/b] - Time freezes during Scavenger Hunts. Find increasingly more forageables during a high Scavenger streak.[/color]
[spoiler]Whenever you are outside there is a chance to trigger a Scavenger Hunt mini-game, which works as a game of "hot-and-cold":
[list]
[][size=2]Hoe nearby tiles and follow the cues to find the treasure before the time limit.[/size][/]
[][size=2]If you are far away from the treasure tile, a purple tracking arrow is displayed at the edge of the screen, pointing towards the general treasure vicinity.[/size][/]
[][size=2]Rewards include smelted metal bars, artifacts, rare seeds and special equipment.[/size][/]
[][size=2]If prestiged, building up a win streak will cause increased spawns of forage in every outdoors map. Uses your longest win streak, and not your current streak, so the bonus is never lost.[/size][/]
[/list]Can also hold the Mod key (Left Shift by default) to highlight forageable items on-screen for easier viewing. There is a mod setting to prevent the tracking HUD arrows from displaying all the time as it does in vanilla, and instead display only when holding the Mod key.
If prestiged, building up a win streak will cause increased spawns of forage in every outdoors map. This uses your longest win streak instead of your current streak. Pointer colors: [color=#ffff00]Yellow[/color]: Spawned forage items, blooming berry bushes, ginger, coconuts. [color=#00ff00]Green[/color]: Artifact spots. [color=#9900ff]Purple[/color]: Buried treasure (Scavenger Hunt only).[/spoiler][/spoiler][/][/list][list]
[][img]https://i.imgur.com/A1SXkFC.png[/img] [b]Lumberjack (Lv5)[/b] - Felled trees yield 25% more wood.
[spoiler][color=gold][img]https://i.imgur.com/jkQMCaj.png[/img] [b]Master Lumberjack (Lv15)[/b] - Felled trees yield [s]25%[/s] → 50% more wood.[/color]
[spoiler][size=2]
The perk is unchanged from vanilla, but it is now attached to the "correct" profession name.[/size][/spoiler]
[/spoiler]
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[][img]https://i.imgur.com/l7BxjnL.png[/img] [b]Arborist (Lv10)[/b] - Planted trees grow 25% faster. All trees have a chance to drop hardwood.
[spoiler][color=gold][img]https://i.imgur.com/zdJDcEP.png[/img] [b]Silviculturist (Lv20)[/b] - All trees can drop even more hardwood. The Green Rain may fall in any season if Green Rain Trees are grown on the farm.[/color]
[spoiler][size=2]
Applies to both common trees and fruit trees. Note that common trees grow randomly, and so gain 25% bonus chance to advance a stage each night. But fruit trees grow on a fixed schedule, so the perk simply causes every 4th day to be skipped, so as to preserve the predictable growth.
If prestiged, as long as at least one Green Rain Tree exists on the farm, there is a 10% base chance to convert any rainy weather, even those caused by Rain Totems, into Green Rain, plus 2% for each fully-grown Green Rain Tree, up to a maximum of 50%.
A "hidden" bonus, also grants 1% additional chance per tree to trigger an overnight [url=https://stardewvalleywiki.com/Random_Events#The_Crop_Fairy]Crop Fairy[/url] event.[/size][/spoiler]
[/spoiler]
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[][img]https://i.imgur.com/XTv8SX1.png[/img] [b]Tapper (Lv10)[/b] - Tappers are cheaper to craft. Tapped trees produce syrup 25% faster.
[spoiler][color=gold][img]https://i.imgur.com/alCwQz0.png[/img] [b]Syrupwright (Lv20)[/b] - Tapped trees produce syrup [s]25%[/s] → 50% faster. Double yield from recipes that consume syrups.[/color]
[spoiler][size=2]
New regular recipe: x25 wood, x1 copper bar.
New Heavy recipe: x18 hardwood, x1 radioactive bar.
To avoid redundancy with Heavy Tappers, an optional mod setting alters Heavy Tapper to produce at the same speed as regular Tapper, but instead double the yield, similar to Heavy Furnace. This is enabled by default.[/size][/spoiler]
[/spoiler][/][/list][size=5][img]https://i.imgur.com/TidtIw0.png[/img] [font=bebas_neuebook]Mining[/font][/size]
[list]
[][img]https://i.imgur.com/YOHojV1.png[/img] [b]Miner (Lv5)[/b] - +1 ore per ore vein.
[spoiler][color=gold][img]https://i.imgur.com/7KgdhZR.png[/img] [b]Master Miner (Lv15)[/b] - [s]+1[/s] → +2 ore per ore vein.[/color]
[spoiler][size=2]
This profession is completely unchanged from vanilla.[/size][/spoiler]
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[][img]https://i.imgur.com/BUfV7PA.png[/img] [b]Spelunker (Lv10)[/b] - Mining without resurfacing builds Momentum; increases ladder chance, or spend to recover energy. After finding a ladder, Momentum decays, but stones can drop ore.
[spoiler][color=gold][img]https://i.imgur.com/japqXDF.png[/img] [b]Cavewarden (Lv20)[/b] - Craft and place a Survey Flag to establish a checkpoint with several benefits. While Momentum decays, stones can drop even more ore.[/color]
[spoiler][size=2]
Gain 5 stacks of Momentum each time you go down a level in the Mines or Skull Caverns. Each stack adds 0.05% ladder chance per stone destroyed, so 0.25% per level. Caps out at 100 stacks, totaling 5% bonus ladder chance per stone. For reference, the vanilla chance is roughly 4% per stone on a brand new level. When you trigger a ladder spawn, every 10 minute tick of the clock will decrease your Momentum by 3 stack until you use the ladder. However, in the exchange, every stone will have a 20% chance to drop ore. Resurfacing resets all Momentum.
If you have at least 20 stacks, you may also double press the Mod key (default Left Shift) to consume all Momentum to restore the same amount of Energy.
Also grants a "hidden" bonus when you break stones in clusters; each adjacent stone also gives a small increase to ladder chance and ore chance after ladder spawn. Meant to encourage a slightly more strategic mining style.
On prestige, you unlock a recipe to craft a Survey Flag. One per day, you can place down a flag on any Mine level to create a checkpoint. If you leave the Mines and re-enter, you will begin at the checkpoint level. One per day, if you die at a lower level, you will respawn at the checkpoint without losing any items. And any item you do not pick up during your expedition have a chance to re-appear on the ground near the checkpoint. Also doubles the ore chance after ladder spawn.[/size][/spoiler]
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[][img]https://i.imgur.com/F54tRpw.png[/img] [b]Prospector (Lv10)[/b] - Location of ladders and mining nodes revealed. Occasionally detect mineral treasures.
[spoiler][color=gold][img]https://i.imgur.com/QalCrLN.png[/img] [b]Relicseeker (Lv20)[/b] - Time freezes during Prospector Hunts. Find increasingly more mining nodes during a high Prospector streak.[/color]
[spoiler][size=2]
Mining-equivalent of Scavenger. Tracks all mining nodes, mineral forages, panning spots, mine ladders and shafts.
While mining, there is a chance to trigger a [b]Prospector Hunt[/b] mini-game, which works like a game of "Simon says":[/size]
[list]
[][size=2]A random nearby stone will begin to glow. Break it to reveal the next stone, and so on. [/size][size=2]Each subsequent stone is slightly more difficult to break. Breaking enough stones grants the treasure.[/size][/]
[][size=2]Rewards include ores, rare minerals, fossilized artifacts and special equipment.[/size][/]
[/list][size=2]
Can also hold the Mod key (Left Shift by default) to highlight all ore and gemstone nodes currently on-screen for easier viewing.
An optional mod setting changes the tracking arrows to display only while holding the Mod key, instead of all the time as they do in vanilla.
If prestiged, building up a win streak increases the number of ore vein spawned on every mine floor and the Volcano Dungeon. Uses your longest win streak, and not your current streak, so the bonus is never lost.
[b]Pointer colors:[/b] [color=orange]Orange:[/color] Mining nodes and forage minerals. [color=#1155cc]Blue[/color][color=blue]:[/color]Ladders/shafts, panning spots. [color=#00ff00]Green[/color][color=green]:[/color] Artifact spots.[/size][/spoiler]
[/spoiler]
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[][img]https://i.imgur.com/LrkCTqt.png[/img] [b]Blaster (Lv5)[/b] - Craft twice as many explosives. Exploded rocks yield 2x as much coal.
[spoiler][color=gold][img]https://i.imgur.com/V8h5E6g.png[/img] [b]Master Blaster (Lv15)[/b] - Exploded rocks yield [s]2x[/s] → 3x as much coal.[/color]
[spoiler][size=2]
Bomberman mining style. Somewhat replaces vanilla Prospector.[/size][/spoiler]
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[][img]https://i.imgur.com/Rmwsynr.png[/img] [b]Demolitionist (Lv10)[/b] - Bomb radius +1. 50% chance to yield additional resources from exploded rocks.
[spoiler][color=gold][img]https://i.imgur.com/nFjPIvN.png[/img] [b]Pyrotechnician (Lv20)[/b] - Gain 50% >> 100% more resources from exploded rocks. Explosions cause chain reactions.[/color]
[spoiler][size=2]
Better bomberman mining. Somewhat replaces vanilla Geologist. Also works with Explosive Ammo.
In settings, can optionally toggle a setting to replace with Pyromaniac, which gives the same perks with the addition of a short burst of movement speed when you are hit by your own explosions (a reference to Jinx).
An additional "hidden" perk, causes Furnaces and Heavy Furnaces to consume only half as much coal.[/size][/spoiler]
[/spoiler]
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[][img]https://i.imgur.com/P7WHhdQ.png[/img] [b]Gemologist (Lv10)[/b] - Chance for gems to appear in pairs. The quality of mined gemstones increases as new mineral varieties are uncovered.
[spoiler][color=gold][img]https://i.imgur.com/EoBMh04.png[/img] [b]Crystallographer (Lv20)[/b] - Chance for gems to appear in triplets. Crystalaria produce perfect replicas.[/color]
[spoiler][size=2]
The mining-equivalent of Ecologist. All gems and minerals mined from nodes have the same deterministic quality, starting at silver and increasing to iridium as you collect new kinds of gems and minerals. [b]Applies only to gems and minerals that have been physically mined[/b] (i.e., [b]NOT [/b]crushed geodes).
By default, requires 30 mineral varieties to reach iridium, which is balanced for vanilla. Can be increased via mod setting in case you have many mods adding new mineral items. Only counts items mined [i]after[/i] obtaining the profession. [b]Minerals from crushed geodes DO count[/b] towards this progression.
If prestiged, a "perfect replica" refers to preserving the quality of the input gem.[/size][/spoiler]
[/spoiler][/][/list][size=5][img]https://i.imgur.com/XvdVsAn.png[/img] [font=bebas_neuebook]Fishing[/font][/size]
[list]
[][img]https://i.imgur.com/wozhI0D.png[/img] [b]Fisher (Lv5)[/b] - Baits are 2x more effective when fishing.
[spoiler][color=gold][img]https://i.imgur.com/FJCgEjI.png[/img] [b]Master Fisher (Lv15)[/b] - Baits are [s]2x[/s] → 3x more effective when fishing.[/color]
[spoiler][size=2]
Doubles the chance to attract fish normally associated with every bait, as well as the double catch chance of Wild Bait and the bonus treasure chance of Magnet. Triple when prestiged.[/size][/spoiler]
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[][img]https://i.imgur.com/3X5VNms.png[/img] [b]Angler (Lv10)[/b] - Fish are 1% more valuable for every unique max-sized species caught. Fully-expending a tackle causes it's effects to linger on the fishing rod.
[spoiler][color=gold][img]https://i.imgur.com/9DPJjPB.png[/img] [b]Rodmancer (Lv20)[/b] - Up to two tackle effects can linger on the fishing rod. Re-encounter legendary fish on a successful fishing streak.[/color]
[spoiler][size=2]
Legendary fish are worth 5 regular fish (irrespective of size). Applies to anything with the fish_legendary context tag, which should allow for compatibiltiy with any properly made mod. Unless disabled in the mod settings, a "MAX" icon will be shown in the Collections menu under each fish which has been caught at max size; blue for regular fish, red for crab pot fish. Only blue-icon fish are counted for the perk.
Bonus caps at 100% by default, but can be changed in mod settings. Note that [b]not all fish are obtainable at max size[/b], as that depends on the physical size of the water where the fish is found. [b]That's a vanilla game limitation, and it's okay.[/b] There are plenty of fish to max-out the bonus.
Lingering tackle effects last for 20 uses, which is half as many as a regular tackle.
If prestiged, Legendary fish can be re-encountered, assuming all standard time and weather conditions apply, after 10 successive successful catches. Each subsequent successful catch increases the encounter rate by 1%, or 2% for a perfect catch. Failing any catch resets the streak back to 0.[/size][/spoiler]
[/spoiler]
[/]
[][img]https://i.imgur.com/ZwyxtGd.png[/img] [b]Aquarist (Lv10)[/b] - Fish pond max capacity +2. Catching bar decreases slower for every unique fish species raised in a Fish Pond.
[spoiler][color=gold][img]https://i.imgur.com/XACHLWL.png[/img] [b]Ichthyologist (Lv20)[/b] - Fish pond max capacity [s]+2[/s] → +4. Fish species raised to max pond capacity are reeled instantly.[/color]
[spoiler][size=2]
Designed for players who struggle with, or just dislike the fishing minigame. The catching bar will decrease 5.5% slower per unique Fish Pond, which stacks with Trap Bobber (hint: 12 Fish Ponds + Trap Bobber makes the bar stand still). In multiplayer, only Fish Ponds owned by the Aquarist player are counted, but ownership requirements can be toggled off in the mod settings. If you also install the companion mod [url=https://www.nexusmods.com/stardewvalley/mods/24356]Aquarism[/url] you will also be able to raise Extended Family in the same pond as their relatives.
Increases capacity does not apply to Legendary Fish unless prestiged. Instant catches also automatically succeed at treasure chests.[/size][/spoiler]
[/spoiler]
[/]
[][img]https://i.imgur.com/UJGcqZ3.png[/img] [b]Trapper (Lv5)[/b] - Crab pots are cheaper to craft. Can trap higher-quality fish.
[spoiler][color=gold][img]https://i.imgur.com/6P07E5x.png[/img] [b]Master Trapper (Lv15)[/b] - Increased minimum quality of trapped fish.[/color]
[spoiler][size=2]
All trapped fish can have quality, up to gold, which depends on Fishing level. If prestiged, quality is bumped up one stage, such that iridium is the new ceiling and silver the new floor. Crab Pot recipe is unchanged from vanilla.[/size][/spoiler]
[/spoiler]
[/]
[][img]https://i.imgur.com/vlPPakS.png[/img] [b]Luremaster (Lv10)[/b] - Baited Crab pots can produce 2x per day. Unlock new bait effects.
[spoiler][color=gold][img]https://i.imgur.com/FZ4iJ9X.png[/img] [b]Baitweaver (Lv20)[/b] - Baited Crab pots can produce [s]2x[/s] → 3x per day. Double yield from machines which produce bait.[/color]
[spoiler][size=2]
Each type of bait will also apply its regular fishing effects:[/size]
[list]
[][size=2][b]Wild bait:[/b] (25 + DailyLuck / 2)% chance to double the stack.[/size][/]
[][size=2][b]Magnet:[/b] Repels all fish (as per its description), but attracts metal items such as resources, artifacts, treasure chests, rings and even some weapons (treasure table is similar to fishing treasure chests).[/size][/]
[][size=2][b]Magic bait:[/b] Catches [size=2]non-Crab Pot[/size] fish of any location or season.[/size][/]
[][size=2][b]Deluxe bait:[/b] Quality is boosted by one additional stage.[/size][/]
[/list][size=2]
All baits, with the exception of Magnet, also prevent collecting junk.[/size][/spoiler]
[/spoiler]
[/]
[][img]https://i.imgur.com/UuVQlfG.png[/img] [b]Conservationist (Lv10)[/b] - Crab pots without bait can trap junk. Clean the Valley's waters to earn the village's favor and merit tax deductions.
[spoiler][color=gold][img]https://i.imgur.com/rHA93zp.png[/img] [b]Oceanographer (Lv20)[/b] - Crab pots without bait can also trap fish. Special conditions apply during rainy or full-moon days.[/color]
[spoiler][size=2]
Every 100 (configurable) junk items collected nets 1 point of global friendship and a 1% tax deduction the following season. What a "tax deduction" means depends on whether companion mod [url=https://www.nexusmods.com/stardewvalley/mods/24357]Serfdom[/url] is installed; if so, then a tax deduction works as you would expect: a percent reduction of overall tax amount due in [b]income[/b] taxes (property taxes are not deducted). Otherwise, a tax deduction works as a flat % price increase to all shipped items. If you qualify for a deduction you will receive a formal mail from the Ferngill Revenue Service on the first of each season.
If prestiged, fish that can be caught are limited to those ordinarily caught with a crab pot. Your deep knowledge of currents and tidal patterns also allows your crab pots to catch whole schools of fish during days when the weather is rainy or stormy, or during the day of the full-moon (assumed to be the 15th). All fish caught during these days receive a dramatic boost to quantity and a +1 boost to quality. On regular days, the chance to catch fish this way is 10%, and regular quantity and quality rules apply.[/size][/spoiler]
[/spoiler][/][/list][size=5][img]https://i.imgur.com/fUnZSTj.png[/img] [font=bebas_neuebook]Combat[/font][/size]
[list]
[][img]https://i.imgur.com/3aU0VmO.png[/img] [b]Fighter (Lv5)[/b] - Damage +10%. +15 HP.
[spoiler][color=gold][img]https://i.imgur.com/CWig7vg.png[/img] [b]Master Fighter (Lv15)[/b] - Damage [s]+10%[/s] → +20%.[/color]
[spoiler][size=2]
Completely unchanged from vanilla.[/size][/spoiler]
[/spoiler]
[/]
[][img]https://i.imgur.com/kqh3VY0.png[/img] [b]Brute | Amazon (Lv10)[/b] - Become enraged as you suffer damage, gradually increasing your own damage and attack speed. +25 HP.
[spoiler][color=gold][img]https://i.imgur.com/ukKSybP.png[/img] [b]Wildheart (Lv20)[/b] - Stay enraged for twice as long. Rage can be expended to perform a special move while on cooldown.[/color]
[spoiler][size=2]
[b]Rage:[/b] Damage +1% and Attack Speed +0.5% per stack, up to 100 stacks. Rage slowly decays after not dealing or taking damage for 20 seconds, increasing to 40 when prestiged. Wildhearts can expend 10 rage to trigger a special move during cooldown.[/size][/spoiler]
[/spoiler]
[/]
[][img]https://i.imgur.com/0nODoMq.png[/img] [b]Bushwhacker (Lv10)[/b] - Crit. chance +50%. Chance to poach an item from the enemy with each attack.
[spoiler][color=gold][img]https://i.imgur.com/pz38M5L.png[/img] [b]Saboteur (Lv20)[/b] - Enemies can be poached twice. Inflict deadly poison with each successful poach.[/color]
[spoiler][size=2]
[b]Poaching:[/b] Unless prestiged, each monster can only be poached once. Poach chance is increased by your critical strike chance and luck ([b]not[/b] Daily Luck!), and decreased by the enemy's resistance and jitteriness (yes, that's a real stat which monsters have). Any item from the monster's available loot table can be obtained by this method.
[b]Deadly Poison:[/b] Deals tick damage every second. On second application causes instant-death.[/size][/spoiler]
[/spoiler]
[/]
[][img]https://i.imgur.com/B6HwzRC.png[/img] [b]Rascal (Lv5)[/b] - Gain one additional ammo slot. 35% chance to recover spent ammo.
[spoiler][color=gold][img]https://i.imgur.com/djcciFv.png[/img] [b]Master Rascal (Lv15)[/b] - [s]35%[/s] → 55% chance to recover spent ammo. Can fire both ammo slots at once.[/color]
[spoiler][size=2]
Double press the mod key (default LeftShift) to cycle between equipped ammos. The extra slot can be used to easily switch to and from Explosive Ammo, or Slime; Slime can be equipped as ammo and inflicts a slow debuff to enemies. Only non-squishy and non-explosive ammos can be recovered (i.e., not fish, fruits, veggies, Slime or Explosive Ammo).
If prestiged, hold the Mod key while shooting to fire both ammo slots at once. A Monster Musk can be equipped as a pseudo-ammo to the second slot; grants the primary ammo the [b]musked[/b] property.
[b]Musked Ammo:[/b] When a musked projectile collides with a wall or enemy, it transfers the musk to that target, causing other enemies to flock to that spot for 15s. This allows players to completely evade combat. Each slotted Monster Musk lasts for 10 shots. Does not work with Explosive Ammo, but the Monster Musk will still be consumed.[/size][/spoiler]
[/spoiler]
[/]
[][img]https://i.imgur.com/h7P2nZI.png[/img] [b]Desperado (Lv10)[/b] - Damage +50% from hip-fired shots that hit a new target within 0.8 seconds of the last. Can overcharge the slingshot.
[spoiler][color=gold][img]https://i.imgur.com/fSH1QEc.png[/img] [b]Deadeye (Lv20)[/b] - Hip-fired shots can ricochet. Double damage from rebound or pierced shots.[/color]
[spoiler][size=2]
[b]Hip-firing:[/b] Refers to shots that are released as early as possible (before the overcharge meter appears). When any shot hits an enemy, your next hip-fired shot against a different enemy receives a 50% damage buff if it hits a target within 0.8 seconds. This rewards expert quick-shooting and quickly switching targets, as you would expect of a Desperado.
[b]Overcharge:[/b] Continue holding the fire button past the normal charge threshold to reveal the overcharge meter. Overcharged shots gain up to 2x the original speed, damage and knockback, and can also [b]pierce[/b] enemies.
[b]Piercing Shot:[/b] Piercing chance depends on overcharge percentage and enemy resistance. If successful, a pierced shot then ignores that resistance and can even damage armored enemies. It then pierces the enemy and continues on to damage up to one more enemy behind it. A shot can only pierce once. Only non-squishy and non-explosive ammos can pierce (i.e., not fish, fruits, veggies, Slime or Explosive Ammo).
[b]Rebound Shot:[/b] A prestiged hip-fired shot can bounce off of walls once, allowing you to hit those expert curve shots.[/size][/spoiler]
[/spoiler]
[/]
[][img]https://i.imgur.com/XV5jQ3k.png[/img] [b]Slimed Piper | Siren (Lv10)[/b] - Summon raised Slimes and charm wild Slimes with music. Assign a Hat Slime to carry items. Slime Hutch capacity +50%.
[spoiler][color=gold][img]https://i.imgur.com/g6pfah7.png[/img] [b]Prismarch | Prismatrice (Lv20)[/b] - Can craft colorful Slime Brushes. Ally Slimes gain special abilities tied to color. Slime Balls drop rare colored items.[/color]
[spoiler][size=2]
The most unique profession, so the description is longer. I wanted a combat profession to play around the Slime Hutch, mirroring the Aquarist and also improving the underused Slime Hutch's viability.
All Slimes gain the following Pokemon-inspired features, [b]before any profession perks[/b]:[/size]
[list]
[][size=2]Every Slime is assigned an IV (Individual Value) between 0 and 5 for each of Attack, Defense and Health.[/size][/]
[][size=2]IVs grant a multiplicative bonus to the corresponding stat (x2 at 5).[/size][/]
[][size=2]First-generation Slimes (hatched from eggs) are born with a random IV between 0 and 2.[/size][/]
[][size=2]IVs can be increased by [url=https://stardewvalleywiki.com/Slime_Hutch#Mating_Color_Results]breeding[/url]; when a baby Slime is born, it inherits the highest IVs from both parents, with a decent chance for an increase of 1 or 2 points, and a tiny chance for a decrease. This guarantees that IVs will converge to max after a few generations.[/size][/]
[][size=2]Baby Slime stats are inherited independently of color, so that Slimes of any color can be raised to max stats.[/size][/]
[][size=2]A special Gold Slime variant can be bred by aiming for RGB(255, 215, 0), also known as HTML Gold (i.e., try breeding Red and Green Slimes together).[/size][/]
[/list][size=2]
Breeding is entirely optional. You can ignore it and still benefit from all the class perks. For those interested, [url=https://www.reddit.com/r/StardewValley/comments/m1hkgk/15_the_new_definitive_guide_to_rgb_slime_ranching/]here is a useful guide[/url] about Slime breeding.
The following perks are gained when obtaining the [b]Slimed Piper[/b] profession:[/size]
[list]
[][size=2]Slime Hutch capacity is increased to 30 the following day. [b]Please remove Sprinklers or other items placed above and below the water spots[/b], as those tiles will be overwritten by additional water spots, deleting placed objects.[/size][/]
[][size=2]Can craft a [b]Slimecaller Flute[/b] which grants ally Slimes when played. Play it again while holding the Mod key (Left Shift by default) to dismiss all ally Slimes.[/size][/]
[][size=2]"Hidden" bonus 1: wild Slimes act more neutral towards players in the current map. They will still cause damage if touched (unless, of course, the player wears the Slime Charmer Ring).[/size][/]
[][size=2]"Hidden" bonus 2: h[/size]olding the Mod Key to temporarily "guide" nearby Slimes (helpful for herding and breeding).[/]
[][size=2]"Hidden" bonus 3: damage of Slime ammo increased to 20 (equivalent to iron ore).[/size][/]
[/list][size=2][b]
Ally Slimes: [/b]Includes both Summoned and Charmed Slimes; Summoned Slimes (summoned from Slime Hutches you own) inherit the stats of raised Slimes (this is where breeding comes in handy). Charmed Slimes (charmed from the wild) do not, but all ally Slimes gain a substantial HP buff. They [/size][size=2]will fight and distract other non-Slime enemies. They are immune to damage from players, including from explosives, bu can be damaged by non-Slime enemies. They r[/size][size=2]egain health if shot at with Slime ammo (Rascal feature), and c[/size][size=2]an be interacted with while holding a hat to turn it into a [b]Hat Slime[/b].[/size]
[size=2]
[b]Hat Slime: [/b]Does not participate in combat, but will auto-pick up dropped items ([b]not[/b] spawned forage) and functions as an "item mule". It will follow you everywhere (even indoors), and has access to a 12-slot inventory, which can be checked by interacting with it. You can take items from it, but cannot directly give items to it (but you can drop items on the ground to have the Slime pick it up). When it picks up an item, if the player already has a stack on that item, it will be added to the player's stack instead of the Slime's own inventory. Can be dismissed by removing its hat (interact with it while holding a different hat). When dismissed, carried items are dropped on the ground. You can have only one Hat Slime at a time.
The following additional perks are granted to prestiged Slimed Pipers, a.k.a. [b]Prismarchs [/b](or Slime Painters):[/size]
[list]
[][size=2]Can craft colorful [b]Slime Brushes[/b], which have the effect of changing the pigmentation of raised Slimes, nudging towards only the corresponding color. If that color component is already maxed out (say, red), the brush then reduces the other two components (green and blue).[/size][/]
[/list][spoiler][size=2]
- [b]Green Brush[/b] -> increases a Slime's green component, or reduces its red and blue components.
- [b]Blue Brush[/b] -> increases a Slime's blue component, or reduces its red and green components.
- [b]Red Brush[/b] -> increases a Slime's red component, or reduces its green and blue components.
- [b]Purple Brush[/b] -> increases a Slime's red and blue components, or reduces its green component.
- [b]Prismatic Brush[/b] -> can only be used on a perfect White Slime; will transform it into a Prismatic Slime.[/size][/spoiler]
[list]
[][size=2]Each colored Slime variant gains a special combat ability:[/size][/]
[/list][spoiler][size=2]
- [b]Green Slimes[/b] -> can cause Slimed debuff.
- [b]Blue Slimes[/b] -> can cause Chilled/Frozen debuff.
- [b]Red & Purple Slimes[/b] -> can cause Burn debuff.
- [b]White Slimes[/b] -> emit an aura that heals a low amount of health over time.
- [b]Black Slimes[/b] -> can cause Blindness debuff, and have a low chance to transform the enemy into a Void Essence.
- [b]Gold Slimes[/b] -> cause nearby enemies to drop gold when defeated (100g per kill).
- [b]Prismatic Slimes[/b] -> combine all previous effects, except for Black and Gold Slime effects.[/size][/spoiler]
[list]
[][size=2]Colored Slime Balls will always drop one random item of the [url=https://stardewvalleywiki.com/Dyeing]Dyeing loot table[/url] of the corresponding color.[/size][/]
[][size=2]"Hidden" bonus: the damage of Slime ammo is increased (again) to 40 (between gold ore and iridium ore).[/size][/]
[/list]Color-specific features above are valid within a range of 10 chroma values from the actual target color, so there's some room for flexibility and does not need to be precise.[/spoiler]
[/spoiler]
[/]
[/list][size=6][font=bebas_neuebook]Skill Progression Tropes[/font][/size]
[size=5][font=bebas_neuebook]Profession Change Skill Reset[/font][/size]
If enabled, the [url=https://stardewvalleywiki.com/The_Sewers#Statue%20Of%20Uncertainty]Statue of Uncertainty[/url] is replaced by the [b]Statue of Transcendance[/b].
[center][img]https://i.imgur.com/AoY8YvG.gif[/img][/center]
Instead of changing your profession choices, the Statue of Transcendance will [url=https://tvtropes.org/pmwiki/pmwiki.php/Main/ClassChangeLevelReset]reset[/url] your level 10 skills back to level 0, for a price. Why would you want to do that? Because you get to keep every profession you already have (yes, including level 5), and you can then level up again to acquire a different profession. By doing this enough times, you will eventually have acquired all professions in that skill.
Note that you will inevitably need to choose each 5th-level profession twice on your way to getting both corresponding 10th-level professions. When this happens, [b]you do NOT gain the level 5 perks twice[/b]. These perks are acquired only once, on the first time you choose that profession.
You will also find that leveling becomes progressively easier after each skill reset (or harder, if you choose to configure it that way). By default, resetting a skill will also cause you to forget all associated recipes, but that can also be turned off.
For this incredible service, the Statue will charge you 10,000g the first time, 50,000g the second, and 100,000g the third and last time, although the cost can also be configured. After performing three skill resets, you should have acquired all four level 10 professions simultaneously. As you reset and acquire new professions your progress will be reflected on the skills page menu by a colorful new star, over which you can hover to see the professions you have so far (hovering over the colorful bars will only show the most recent profession you have acquired).
Keep in mind that [b][color=#ffff00]once a skill has been Mastered it can no longer be reset*[/color][/b]. Taking advantage of Skill Reset may be difficult, but will also speed up your experience gain for Mastery and subsequent Prestige levels.
Note also that [b]resetting a skill temporarily prevents the player from receiving Mastery experience or entering the Mastery Cave[/b], until it once again reaches level 10.
All custom mod skills based on SpaceCore are compatible with Skill Reset by default.
[i]*** Since so many people did not read the description, [b]nor the in-game warning presented when trying to master an incomplete skill[/b], I have since made it so that, by default, a skill can only be mastered [b]after[/b] performing all resets. This can be disabled in the Mastery settings of the config menu. **[/i]
[size=5][font=bebas_neuebook]Prestige Professions[/font][/size]
If enabled, [url=https://stardewvalleywiki.com/Mastery_Cave]Mastering[/url] a skill will also unlock it's progression up to level 20, allowing you to continue to develop your tool proficiency, max health and other stats. Some more perks of gaining additional levels include better odds of higher-quality crops, fishes and forage, a larger fishing bar, more berries foraged per bush, and longer-lasting [b]Limit Breaks[/b] (read about them in the next section). More importantly, at levels 15 and 20 you will be offered the choice of a [url=https://tvtropes.org/pmwiki/pmwiki.php/Main/PrestigeClass]Prestige Profession[/url].
[center][img]https://i.imgur.com/rIBUmR8.gif[/img][/center]
[b]You may choose only one Prestige Profession per skill[/b] (i.e., you cannot reset to acquire more than one) [b]and can only choose from among those you already have the base version of[/b]; if you only have a single profession because you either did not reset the skill before mastering it, or disabled the Skill Reset feature entirely, then you will automatically receive the prestige of that single profession. If you did reset and acquired multiple base professions, then you will be able to later change your prestige choices back at the Statue of Transcendence, but only after having Mastered all 5 vanilla skills. Changing your prestige choice requires a modest fee of 20,000g (also configurable).
Note that [b]Mastered skills no longer contribute to Mastery experience[/b].
Custom skill mods based on SpaceCore are [b]not[/b] compatible with the Prestige Progression, as they currently cannot be Mastered. This functionality may possibly come to SpaceCore in the future.
[size=5][font=bebas_neuebook]Limit Breaks[/font][/size]
In addition to Prestige Progression, mastery over the Combat skill may optionally unlock a [url=https://tvtropes.org/pmwiki/pmwiki.php/Main/LimitBreak]Limit Break[/url]; a powerful ability that must be charged by performing certain actions during combat. Each combat profession has its own unique Limit Break, from which you will be prompted to choose [b]one[/b] upon claiming your Mastery. You may only choose Limit Breaks from among the professions you have already acquired. In case you are eligible for more than one, you will be able to change your selection, also at the Statue of Transcendance, for free (although a cost can be configured).
During combat you can track the current Limit charge by the HUD bar labeled "L". Once it is full, press [b]and hold[/b] the Mod Key (default LeftShift) to activate it. Alternatively, you may configure a separate Limit Break Key to activate by a simple press.
[list]
[][img]https://i.imgur.com/K81pOdR.png[/img] [b]Undying Frenzy (Brute / Amazon)[/b] - Unleash your fury for 15s. During this time, you gain double rage accumulation and your health cannot drop below 1. When the effect ends, recover 5% of your max health for every enemy slain during the frenzy.
[spoiler][size=2]
Charged by taking damage or defeating enemies. Charges more quickly if enemies are defeated using a blunt weapon.[/size][/spoiler]
[/]
[][img]https://i.imgur.com/WgSlFvA.png[/img] [b]Ambuscade (Bushwhacker)[/b] - Become invisible and untargetable for 30s. Attacking an enemy forfeits the invisibility, but crit. power is doubled for twice the leftover invisibility duration. If an enemy is slain within 0.5s of losing invisibility, immediately reactivates Ambuscade.
[spoiler][size=2]
Charged by scoring critical hits, and the charge amount is proportional to crit. power.[/size][/spoiler]
[/]
[][img]https://i.imgur.com/wc6J7DV.png[/img] [b]Death Blossom (Desperado)[/b] - For 15s, enable auto-fire and all shots fire in eight cardinal directions at once at no additional ammo cost.
[spoiler][size=2]
Journey of the Prairie King, "IRL". Charged by hitting monsters with projectiles. Charges more quickly when low on health.[/size][/spoiler]
[/]
[][img]https://i.imgur.com/RmS0JSl.png[/img] [b]Hamelin Concerto (Slimed Piper / Siren)[/b] - Place all nearby Slimes under your control for 15s, and empower all Slimes under your control, inflating them up to twice their original size and granting an equivalent power boost.
[spoiler][size=2]
If an enlarged Slime is defeated or the effect ends, it will burst into tiny baby Slimes. Your minion Slimes deflate back to normal. Nearby Big Slimes burst immediately when the effect is activated. Enlarged Slimes can hit flying enemies even when not jumping.
Charged by being touched by Slimes, defeating Slimes and Big Slimes, or shooting Slime ammo.[/size][/spoiler][/][/list][font=bebas_neuebook][size=6]Misc. Changes[/size][/font]
In case you didn't read every single profession description above, please be aware of the following misc. changes implemented by this mod (all are configurable):
[list]
[][b]Large dairy goods[/b], including L. Milk and L. Eggs, are changed to double the stack of the processed Mayo or Cheese respectively, instead of increasing the quality to gold. This is implemented to prevent inconsistencies with the Artisan profession (and honestly it just makes sense). Note that this is a straight-up buff, since gold-quality normally only gives a 1.5x price bonus.[/]
[][b]Golden Mayo and Ostrich Mayo[/b], known in-game as "Shiny Mayonnaise" and "Delight Mayonnaise" respectively, are added to the game where they replace the arbitrary processing rules that are otherwise used for Golden and Ostrich Eggs. This, again, is implemented for the sake of making the Artisan profession more consistent. Credit for these items goes entirely to [url=https://next.nexusmods.com/profile/ughitsmegan/about-me?gameId=1303]Megan[/url] and Cas ([b]please visit and endorse [/b][url=https://www.nexusmods.com/stardewvalley/mods/7660]Ostrich Mayo and Golden Mayo[/url][b]![/b]). Blue Mayo is not included (please don't ask for it; [b]it doesn't make sense[/b]).[/]
[][b]Slime Mayo and Slime Cheese[/b], are added as well, to add a small amount of depth to the Slime Ranching playstyle enabled by Slimed Piper profession. They are made from regular Slime, and not with Slime Eggs. Credit for these items goes entirely to [url=https://next.nexusmods.com/profile/Tarniyar?gameId=1303]Tarniyar[/url], author of [url=https://www.nexusmods.com/stardewvalley/mods/6113]Garden Village[/url].[/]
[][s][b]Fish Smoker[/b] will not preserve fish quality without the Artisan profession. Again, this is needed for the consistency of Artisan.[/s] Removed by popular demand.[/]
[][b]Heavy Tapper[/b] behavior is changed to be more in-line with the new Heavy Furnace, doubling the output stack instead of halving the production time. This is implemented to avoid redundancy with the Tapper profession.[/]
[][b]Common Trees[/b] age like [url=https://stardewvalleywiki.com/Fruit_Trees#Fruit_Quality_.26_Price]Fruit Trees[/url], which will similarly impact the quality of produced syrups. This is implemented to improve the long-term viability of the Tapper profession (and again, this also just makes sense, making Common Trees more analogous to Fruit Trees).[/]
[/list]
[size=6][font=bebas_neuebook]Compatibility[/font][/size][b]
[size=3]Custom Skill Mods[/size][/b]
Compatible with all custom [url=https://www.nexusmods.com/stardewvalley/mods/1348]SpaceCore[/url] skills. They can be reset, [b]but cannot be Prestiged[/b]. As far as I know, SpaceCore does not yet support Mastery of custom skills, and until it does there is nothing I can do about it. Note that [url=https://www.nexusmods.com/stardewvalley/mods/521]Luck Skill[/url] is not a SpaceCore skill, but [url=https://www.nexusmods.com/stardewvalley/mods/28103]Luck Skill[/url] is.
[b][size=3]Automate[/size][/b]
This mod expects that you use Hoppers for automation instead, as they are improved by [url=https://www.nexusmods.com/stardewvalley/mods/24332]DaLionheart[/url]. That said, [url=https://www.nexusmods.com/stardewvalley/mods/1063]Automate[/url] should work fine, but certain profession perks may not apply. The Industrialist perk will work with Automate, as long as a Hopper is used to feed the machine. You can even use a single hopper to feed multiple machines, and use a chest to retreive the outputs. For any other profession with perks related to a specific machine, Automating that machine will continue to apply those perks as long as the machine does not require input (see FAQ below for more details).
Automate is not officially supported. My stance is that the perks of your professions being lost are the tradeoff for the convenience of Automate. So please do not ask for further integration. If you choose to run Automate, do so with the understanding that it will retract from the intended experience.
[b][size=3]Stardew Valley Expanded[/size][/b]
[url=https://www.nexusmods.com/stardewvalley/mods/3753]Stardew Valley Expanded[/url] will always be fully supported, but I may not be up-to-date with its newest releases. Please report new changes to SVE that you feel should be reflected in this or any of my mods, such as legendary fish that need Aquarist support.
[b][size=3]Other Profession / Experience / Level / Skill / Mastery Overhauls[/size][/b]
For any mods that affect professions, skills or Masteries, [b]use common sense[/b]. Mods which add alternative ways to acquire multiple professions, such as [url=https://www.nexusmods.com/stardewvalley/mods/174]All Professions[/url], [url=https://www.nexusmods.com/stardewvalley/mods/569]Skill Prestige[/url] and [url=https://www.nexusmods.com/stardewvalley/mods/23697]Mastery Extended[/url], will obviously conflict with [i]Change Profession Skill Reset[/i], so either remove those mods or disable [i]Skill Reset[/i] in this mod's settings. Likewise, any mod which extends or otherwise changes the level cap or level progression, such as [url=https://www.nexusmods.com/stardewvalley/mods/1471]Level Extender[/url] or [url=https://www.nexusmods.com/stardewvalley/mods/22920]Level Forever[/url], will obviously conflict with Prestige level progression, and consequently, [i]Prestige Professions[/i]. Either remove those mods or disable [i]Prestige Levels[/i] in this mod's settings.
The base reworked professions up to level 10 should not conflict with any of the aforementioned mods. So if you don't like this mod's progression tropes you can always disable all of the tropes and use whatever progression mods you want, keeping only the profession changes.
For these or any other similar mods used in combination with this one, use at your own risk. I am not responsible if anything breaks and will not provide support. They are [b]not[/b] meant to work together.
Obviously not compatible with [url=https://www.nexusmods.com/stardewvalley/mods/20054]Vanilla Plus Professions[/url]. Use one or the other. Your save [b]will break[/b] if you try both.
Not compatible with mods that change how the game awards experience, such as [url=https://www.nexusmods.com/stardewvalley/mods/22163]Share Experience.[/url]
[b][size=3]Modded Artisan Machines and Animal Products[/size][/b]
If using mods which add new Artisan Machines or Animal Goods such as different types of milk or cheese, you must add those items to this mod's data assets folder to make them compatible with Artisan and Producer professions. See instructions in the FAQ at the bottom of this page.
[b][size=3]Barn, Coop and Slime Hutch Mods[/size][/b]
Mods which edit the interior maps of Deluxe Barn and Coop or Slime Hutch will conflict, respectively, with Yieldmeister, Progenitor and Piper professions. This includes [url=https://www.nexusmods.com/stardewvalley/mods/31782]Monster Hutch Framework[/url].
Texture-only changes are fine. If you don't choose any of these professions then you have nothing to worry about.
[b][size=3]Multiplayer[/size][/b]
Yes, it should work in multiplayer.
[b][size=3]Android/Mobile[/size][/b]
No, it does not work on Android.
[font=bebas_neuebook][size=6]Credits & Special Thanks[/size][/font]
Credits to the following asset contributors:
[list]
[][url=https://www.nexusmods.com/stardewvalley/users/38784845]IllogicalMoodSwing[/url] for [url=https://www.nexusmods.com/stardewvalley/mods/4163]Profession Icons Redone[/url].[/]
[][url=https://next.nexusmods.com/profile/ughitsmegan/about-me?gameId=1303]Megan[/url] and Cas for [url=https://www.nexusmods.com/stardewvalley/mods/7660]Ostrich Mayo and Golden Mayo[/url].[/]
[][url=https://next.nexusmods.com/profile/Tarniyar?gameId=1303]Tarniyar[/url] for [url=https://www.nexusmods.com/stardewvalley/mods/6113]Garden Village[/url]'s Slime Mayo and Slime Cheese.[/]
[][url=https://next.nexusmods.com/profile/siliconmodding/about-me?gameId=1303]silicon[/url] for golden skill icons.[/]
[][url=https://next.nexusmods.com/profile/KawaiiMuski/about-me]KawaiiMuski[/url] for rose-golden skill icons.[/]
[][b]Posister[/b] for alternate golden profession icons.[/]
[][url=https://ro.gnjoy.com/index.asp]Gravity[/url] for sound effects and skill icons.[/]
[][url=https://next.nexusmods.com/profile/HimeTarts/about-me?gameId=1303]HimeTarts[/url] for base letters used in the title art.[/]
[][url=https://www.square-enix.com/]Square Enix[/url]'s [url=https://ffvii.square-enix-games.com/en-us/games/rebirth]Final Fantasy 7 Rebirth[/url] for the "Rebirth" title text.[/]
[][url=https://www.dafont.com/pt/stardew-valley.font]Stardew Valley title font[/url] by [url=https://www.dafont.com/pt/eliot-truelove.d1302]Eliot Truelove[/url].[/]
[/list]Credits to the following code contributors:
[list]
[][url=https://next.nexusmods.com/profile/Roscid/about-me?gameId=1303]Roscid[/url] for [url=https://www.nexusmods.com/stardewvalley/mods/7634]Slime Produce[/url].[/]
[/list]Credits to the following translators:
[list]
[][url=https://github.com/CaranudLapin]CaranudLapin[/url] for French.[/]
[][url=https://github.com/OromisElf]OromisElf[/url] for German.[/]
[][url=https://forums.nexusmods.com/profile/122957028-darthalex2014/]darthalex2014[/url] for Russian.[/]
[][url=https://next.nexusmods.com/profile/Awassakura/about-me?gameId=1303]Awassakura[/url] and [url=https://github.com/BlackRosePetals]BlackRosePetals[/url] for Chinese.[/]
[][url=https://next.nexusmods.com/profile/twinklesky6/about-me?gameId=1303]twinklesky6[/url] and [url=https://next.nexusmods.com/profile/whdms2008/about-me?gameId=1303]whdms2008[/url] for Korean.[/]
[/list]Special thanks to the following visionaries:
[list]
[][url=https://www.nexusmods.com/skyrimspecialedition/users/3959191]Enai Siaion[/url] for [url=https://www.nexusmods.com/skyrimspecialedition/mods/1137]Ordinator[/url].[/*]
[][url=https://www.nexusmods.com/witcher3/users/54536917]ReaperAnon[/url] and [url=https://next.nexusmods.com/profile/Kolaris/about-me?gameId=952]Kolaris[/url] for [url=https://www.nexusmods.com/witcher3/mods/5802]W3EE[/url].[/]
[][url=https://ro.gnjoy.com/index.asp]Gravity [/url]for [url=https://iro.ragnarokonline.com/]my childhood[/url].[/]
[/list]
[size=6][font=bebas_neuebook]F.A.Q.[/font][/size]
[b]Can I add this to an existing save?[/b]
[spoiler]A new save is not required, but [b]is strongly recommended[/b]. Adding to an existing save will cause you to miss out on the intended experience of progression, especially for very late game saves. If your skills are already all Mastered before installing this mod, you will be unable to use the Skill Reset feature, and don't be alarmed if your skills end up recalculated to levels 11-20.
Do keep in mind that, [i]in general[/i], you should avoid adding or removing mods to/from existing saves, as that's a very good way to corrupt a save. Try out new mods for a few mins on a new save first. Then settle on a mod list before you start, and [b]stick with it[/b] for the next save. If still you really want to add this mod to a late-game save and use the Statue of Transcendence at the Sewer, you can use provided console commands to undo your masteries and reset your skill levels back down to 10:
[code]prfs set <skill name> unmastered[/code]
[code]prfs set <skill name> <level>[/code][/spoiler]
[b]Do Ecologist and Gemologist professions count forages/gems acquired before the profession?[/b]
[spoiler]No.[/spoiler]
[b]Do Artisan/Producer/Aquarist and similar professions based on ownership of a machine or building, apply retroactively to machines/buildings that have already been crafted/built?[/b]
[spoiler]Yes.[/spoiler]
[b]Can Luremaster and Conservationist work together?[/b]
[spoiler]Of course. Luremaster applies only to crab pots with bait. Conservationist applies only to crab pots without.[/spoiler]
[b]Can I obtain all prestige professions simultaneously?[/b]
[spoiler]No, sorry. Making tough choices is part of this mod's design.You can cheat them in with console commands if you really want (profs add -p all).[/spoiler]
[b]Can I obtain all Limit Breaks simultaneously?[/b]
[spoiler]Obviously not.[/spoiler]
[b]I don't like X or Y perk. Can I disable it?[/b]
[spoiler]No. If you dislike a particular perk, make your case in the description page. Tell me what your experience has been, why it was negative, and what you would do differently. My goal is not to make an un-fun mod. So, if something isn't working, I need your feedback to improve it.[/spoiler]
[b]Can I individually pick which professions I want to be modded or remain vanilla?[/b]
[spoiler]No. See previous question. If you just want vanilla Artisan back then I don't think you understand the point of the mod.[/spoiler]
[b]What do Legendary Fish produce in Fish Ponds? How long do they take to multiply?[/b]
[spoiler]They will produce ores, gems and other valuables fitting to the fish's theme, as well as, obviously, roe. Other than Angler when placed together with Ms. Angler, they do not reproduce. You can fill the ponds up with Extended Family fish if [url=https://www.nexusmods.com/stardewvalley/mods/24356]Aquarism[/url] is installed.[/spoiler]
[b]The Statue of Transcendence in the Sewer doesn't work! I can't reset my skills![/b]
[spoiler]Scroll back up to the Skill Reset section and make sure you have read the part where it says
[quote][b]once a skill has been Mastered it can no longer be reset[/b][/quote][/spoiler]
[b]I didn't read the description and/or chose to ignore the warnings. How can I undo my masteries?[/b]
[spoiler]As with 90% of self-inflicted problems, the answer is [b]console commands[/b].
[b][color=#ffff00]Always check the console commands first.[/color][/b]
You can list them with prfs help.
To save you a few seconds, here are the console commands to undo your masteries and reset your skill levels back down to 10:
[code]prfs set <skill name> unmastered[/code]
[code]prfs set <skill name> <level>[/code][/spoiler]
[b]Does it work with XYZ mod?[/b]
[spoiler]I have not tested every mod on the Nexus. I have better things to do. If it's not mentioned in the [b]Compatibility[/b] section then you try it yourself and let me know.[/spoiler]
[b]When using the Automate mod, which machines will/won't apply profession perks?[/b]
[spoiler]Machines generally operate on the following 3-stage cycle:
1. It chooses an output (profession perks apply here).
2. It makes you wait for the output.
3. You retrieve the output.
When automated, the Automate mod takes over step 3 on all machines, and also step 1 [b]if and only if[/b] an input item is required. Therefore, as long as a machine does not require any input, then whether or not step 3 is automated is irrelevant. Hence, these machines always apply profession perks. This includes things like Tapper, and also the Crystalarium (after the initial gem).
When input [b]is[/b] required, Automate bypasses the vanilla code which needs to run in step 1 for profession perks to apply. Most machines that do take an input therefore will [b]not[/b] apply profession perks. This includes all Artisan machines. Could they be made compatible? Yes. But my stance is that Artisan perks should not apply to automated products, as that is antithetical to the idea of an Artisan (i.e., one who makes things by hand).
Crab Pots are an exception. Although they may use an input (bait), their production is delayed until a specific moment in time (i.e., new day), instead of being chosen right away. In other words, the Crab Pot (and similar machines that produce [i]per day[/i] instead of [i]after X minutes[/i]) output is not determined in step 1, but actually during step 2. Hence, as Automate never interferes in step 2, that means professions will be applied.[/spoiler]
[b]Automate won't load bait into my Crab Pots since I got the Conservationist profession. What gives?[/b]
[spoiler]This should no longer be an issue since 1.6.9.[/spoiler]
[b]How can I make machines / dairy from different mods compatible with the Artisan / Producer profession?[/b]
[spoiler]Make a copy of one of the example files inside assets/data folder, either [b]Example.ArtisanMachines.json[/b] or [b]Example.AnimalDerivedGoods.json[/b], depending on what you want to add. Change the file prefix to whatever you like (I recommend naming it after the particular mod and creating a new file for each mod), [b]but you must keep the format xyz.ArtisanMachines.json or xyz.AnimalDerivedGoods.json[/b]. Then, add the Qualified Item IDs of the desired items into the corresponding list.
Cornucopia compatibility already ships with the mod, so you can use it as an example as well. Below it is explained how to locate machine IDs in Cornucopia. Note that different mods may organize their internal files differently.
[list]
[]Open the Cornucopia mod folder. You'll see a folder named "machines". Inside you will see a different file named after each machine.[/]
[]Open the machine you want, say butterchurn.json using any text editor. It will look something like this:[/]
[/list]
[code]{
"Changes": [
{
"Action": "EditData",
"Target": "Data/Machines",
"Entries": {
"(BC)Cornucopia_ButterChurn": {
...[/code]
[list]
[]Copy the string starting with "(BC)...". This is the qualified ID of the machine.
[list]
[]A machine's qualified ID will always start with "(BC)".[/]
[]An animal produce item's qualified ID will always start with "(O)".[/]
[/list][/]
[]Open your new asset file at [b]DaLion.Professions/assets/data/xyz.ArtisanMachines.json[/b].[/]
[]Paste the ID of the machine into the list, separated by a comma. The result should look something like this:[/]
[/list]
[code]"ArtisanMachines": [
"(BC)ExampleMod.ExampleMachine",
"(BC)Cornucopia_ButterChurn"
],[/code]
Repeat for every machine that you think is relevant. For animal produce, do the same but add to "AnimalDerivedGoods.json" file instead.
As noted above, each mod may organize their files differently, so you may not find a specific file for each machine / item. Some authors may group all machines into a single machines.json file for example, and yet others may put everything inside CP's base content.json file.[/spoiler]
[b]Will you add even further progression beyond level 20?[/b]
[spoiler]This isn’t just a matter of raising or removing the level cap. If there’s nothing meaningful to gain from extra levels, there’s no point in adding them. Right now, level-ups give three types of benefits:
[list]
[] Incremental boosts — things like reduced stamina cost for tools, a larger fishing bar, more berries from bushes (Foraging), and increased max HP (Combat).[/]
[]New recipes.[/]
[]New professions.[/]
[/list]
Recipes and professions don’t scale infinitely, since each one has to be created manually. As for the incremental boosts, those don’t scale forever either; following the vanilla progression, by level 20 stamina costs are already as low as they can reasonably go, and the fishing bar is so large it has even revealed some vanilla bugs. Beyond that, the only real gains would be a few extra berries and more max HP.
In practice, that means only the Combat skill would meaningfully benefit from going past level 20—unless the whole progression system was reworked to add entirely new rewards. That would take a lot of design and development work, which I’m not planning to do.
So TL;DR: no.[/spoiler]
[size=6][font=bebas_neuebook]DaLion.Stardew Series[/font][/size]
[b]Walk of Life[/b] - An extensive overhaul of profession trees and skill progression systems.
[url=https://www.nexusmods.com/stardewvalley/mods/24356]Aquarism[/url] - Make Fish Ponds actually useful. Created with the Aquarism profession in mind.
[url=https://www.nexusmods.com/stardewvalley/mods/24357]Serfdom[/url] - Realistic income and property taxation mechanics. Created with the Conservationist profession in mind.
[url=https://www.nexusmods.com/stardewvalley/mods/24832]Springmyst[/url] - Some actually interesting enchantments added to the game.
[url=https://www.nexusmods.com/stardewvalley/mods/29612]Mineracoustics[/url] - Overly complex overhaul of gemstone ring mechanics based on real Music Theory.
[url=https://www.nexusmods.com/stardewvalley/mods/23048]Chargeable Resource Tools[/url] - Charge the Axe and Pickaxe to break debris within an area.
[url=https://www.nexusmods.com/stardewvalley/mods/29830]Wildcat[/url] - Weapon combo framework, slick moves & other combat tweaks to improve the feel of combat.
[b][url=https://github.com/daleao/sdv/tree/main/Professions]Source code[/url][/b]
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