--- title: Talent System tags: stardew --- {%hackmd theme-dark %} Introduces a new talent system to Stardew Valley, replacing the current Skills page and the profession system. All of the talents affect all players in a multiplayer game, to avoid weird min-maxing situations. # Talent trees Each vanilla skill has its own talent tree. New talents and full talent trees can be added by other mods via the API. ## Farming ```graphviz digraph { rankdir=TB nodesep=0.4 tooltip=" " node [shape=box color="#DDDDDD" fontcolor="#DDDDDD"] edge [color="#DDDDDD"] bgcolor=transparent // tier I { rank=same "Farming\nProficiency" [tooltip="Reduced farming (hoe / watering can) energy usage by 10/25/50%."] "Caretaker" [tooltip="Increased friendship gained by petting animals by 50/100/200%."] } // tier II { rank=same "Resurgence" [tooltip="Automatically refill a charge of a watering can every 30/20/10 in-game minutes."] "Cultivation" [tooltip="Increased crop worth by 5/10/20%."] "Artisan" [tooltip="Increased artisan good worth by 5/10/15%."] "Ranching" [tooltip="Increased animal product worth by 10/20/35%."] "Nutritious\nFood" [tooltip="Every day, 1 out of 5/4/3 animals does not require food."] } // tier III { rank=same "Efflorescence" [tooltip="Reduced time flowers take to grow by 1/2/3 days."] "Hard Work\nPays Off" [tooltip="Increased chance for a better quality crop with each chosen Farming talent, up to 12."] "Agriculture" [tooltip="Increased crop worth by 5/10/20%."] "Industry\nBest Practices" [tooltip="Artisan machines produce 10/20/35% faster."] "Wild Growth" [tooltip="50/100% chance for animals to produce both their deluxe/large and normal items."] "Shepherd" [tooltip="Reduced time wool takes to regrow on sheeps by 1/2 days."] "Overcrowding" [tooltip="Coops and barns can now house 25% more animals."] } // tier IV { rank=same "Harmonious\nBlooming" [tooltip="Receive additional honey depending on the number of flowers around a bee house.\nThe type of honey will use a random flower in the range of the bee house."] "Refreshing\nWaters" [tooltip="Wake up each morning with a refilled watering can."] "Cycle\nof Life" [tooltip="50% chance to receive back a seed of a harvested non-regrowable crop."] "Monopoly" [tooltip="Crop and animal product worth bonuses now also apply to their artisan goods results."] "Bio-\nengineering" [tooltip="Using large animal produce will result in doubled artisan goods.\nUsing quality animal produce will result in quality artisan goods."] "Brimming\nwith Life" [tooltip="Doubled/tripled chance for animal pregnancy."] "Incubation" [tooltip="Reduced time to incubate animals by 25/50%."] } // tier V { rank=same "Nourishing\nRain" [tooltip="Reduced time outdoor crops take to grow by 2 days for each rainy day."] "Abundance" [tooltip="10/25% chance each day for a crop/honey to increase its quality while not harvested. Additionally, allows seeing the crop/honey quality before harvest."] "Flourish" [tooltip="Reduced time crops take to grow by 1/2/3 days."] "Breed like\nRabbits" [tooltip="Rabbits are now able to reproduce."] "Nurturing\nInstinct" [tooltip="Doubled animal sell worth."] } // I -> II "Farming\nProficiency" -> { "Cultivation" "Resurgence" "Artisan" } "Caretaker" -> { "Artisan" "Ranching" "Nutritious\nFood" } // II -> III "Cultivation" -> { "Hard Work\nPays Off" "Agriculture" } "Resurgence" -> { "Efflorescence" "Hard Work\nPays Off" "Agriculture" } "Artisan" -> { "Industry\nBest Practices" "Wild Growth" } "Ranching" -> { "Shepherd" "Wild Growth" } "Nutritious\nFood" -> { "Wild Growth" "Shepherd" "Overcrowding" } /// III -> III "Hard Work\nPays Off" -> "Agriculture" [dir=both] // III -> IV "Efflorescence" -> { "Refreshing\nWaters" "Harmonious\nBlooming" } "Hard Work\nPays Off" -> { "Refreshing\nWaters" "Cycle\nof Life" } "Agriculture" -> { "Refreshing\nWaters" "Cycle\nof Life" "Monopoly" } "Industry\nBest Practices" -> { "Cycle\nof Life" "Bio-\nengineering" "Monopoly" } "Wild Growth" -> { "Bio-\nengineering" "Monopoly" } "Shepherd" -> "Brimming\nwith Life" "Overcrowding" -> { "Incubation" "Brimming\nwith Life" } // IV -> V "Harmonious\nBlooming" -> { "Nourishing\nRain" "Abundance" } "Refreshing\nWaters" -> { "Nourishing\nRain" "Abundance" "Flourish" } "Cycle\nof Life" -> { "Abundance" "Flourish" } "Bio-\nengineering" -> "Breed like\nRabbits" "Incubation" -> "Nurturing\nInstinct" "Brimming\nwith Life" -> { "Nurturing\nInstinct" "Breed like\nRabbits" } } ``` ## Mining Omni Geodes are now worth 250g (instead of vanilla 0g). ```graphviz digraph { layout="neato" scale="1.5,0.9!" tooltip=" " node [shape=box color="#DDDDDD" fontcolor="#DDDDDD"] edge [color="#DDDDDD"] bgcolor=transparent // tier I "Mining\nProficiency" [pos="0,-1!" tooltip="Reduced mining (pickaxe) energy usage by 10/25/50%."] // tier II "Dwarven\nBuddies" [pos="-2,-2!" tooltip="The Dwarf (if befriended) will once a week leave you a Copper/Iron/Gold Bar in the mailbox."] "Mining" [pos="-1,-2!" tooltip="Ore veins have a 25/50/100% chance to drop an additional ore."] "Museum\nPiece" [pos="0,-2!" tooltip="Doubled chance of receiving an artifact or mineral from cracking geodes or Artifact Troves, that are not yet donated to the museum."] "Geology" [pos="1,-2!" tooltip="Gem veins have a 10/20/50% chance to drop an additional mineral."] "Shadow\nBuddies" [pos="2,-2!" tooltip="Krobus (if befriended) will once a week leave you 1-3 geodes in the mailbox."] // tier III "Alloy\nSmelting" [pos="-3,-3!" tooltip="Furnaces can now smelt a lower tier metal bar and 3 pieces of a higher tier ore into a higher tier bar.\nFor example: 1 Copper Bar + 3 Iron Ore = 1 Iron Bar."] "Smithing" [pos="-2,-3!" tooltip="Increased metal bar worth by 25/50/75%."] "Prospecting" [pos="-1,-3!" tooltip="Increased chance to find coal from rocks by 50/100/200%."] "Dwarven\nFocus" [pos="0,-3!" tooltip="Time passes 10/20/35% slower in all mines."] "Excavation" [pos="1,-3!" tooltip="Increased chance to find geodes from rocks by 50/100/200%."] "Gemology" [pos="2,-3!" tooltip="Increased gem worth by 15/30/50%."] "???" [pos="3,-3!" tooltip="???"] // tier IV "Volatility" [pos="-3,-4!" tooltip="10/20% chance for each ore vein to become a higher tier."] "Slow and\nSteady" [pos="-2,-4!" tooltip="Reduced amount of ore required for smelting bars by 1/2.\nReduced amount of ore required for alloy smelting by 1."] "Raw Fuel" [pos="-1,-4!" tooltip="Machines using fuel (coal) can now use 6/4 pieces of wood or 2/1 pieces of hardwood instead of 1 coal."] "Explosive\nPersonality" [pos="0,-4!" tooltip="Each rock destroyed by a bomb has an extra chance to drop an additional coal or/and geode.\nNote: This is a 2-rank talent. The 2nd rank changes the `or` to an `and`."] "X-ray" [pos="1,-4!" tooltip="You are now able to tell the type of item the next geode contains (but not the actual item).\nGifting or selling a geode will change the next outcome.\nIncreased geode worth by 50/100%."] "Upheaval" [pos="2,-4!" tooltip="Each mine floor will have a 50/100% chance to contain a geode node.\nThe type depends on the mine and floor."] "Geometry" [pos="3,-4!" tooltip="Crystalariums produce 15/30% faster."] // tier V "Metallic\nBonding" [pos="-3,-5!" tooltip="Furnaces have a repeating (until it fails) 30% chance to produce items one quality higher."] "Catalyze" [pos="-2,-5!" tooltip="Furnaces can now smelt any items that can receive a quality, additionally requiring an Iron/Gold/Iridium Bar as fuel, resulting in the same item but at the respective quality.\nNote: This should also work with Radioactive Bars when Item Quality Mod is installed."] "Extreme\nTemperatures" [pos="-1,-5!" tooltip="Machines using fuel (coal) produce 50% faster."] "Diggy\nDiggy Hole" [pos="0,-5!" tooltip="Guaranteed to find a ladder or hole after breaking 8 rocks in any mine."] "Matryoshka" [pos="1,-5!" tooltip="Geodes have a 40% chance to contain a higher tier or better quality geode.\nCracking a quality geode results in items with at least the same quality as the geode."] "Synthesis" [pos="2,-5!" tooltip="Crystalariums can now copy geodes."] "Dazzle" [pos="3,-5!" tooltip="Crystalariums have a 25% chance to produce items one quality higher."] // I -> II "Mining\nProficiency" -> { "Mining" "Museum\nPiece" "Geology" } // II -> II "Mining" -> "Dwarven\nBuddies" "Geology" -> "Shadow\nBuddies" // II -> III "Dwarven\nBuddies" -> { "Alloy\nSmelting" "Smithing" } "Mining" -> { "Smithing" "Prospecting" "Dwarven\nFocus" } "Museum\nPiece" -> { "Dwarven\nFocus" "Excavation" } "Geology" -> { "Dwarven\nFocus" "Excavation" "Gemology" } "Shadow\nBuddies" -> { "Excavation" "Gemology" } // III -> III "Smithing" -> "Alloy\nSmelting" "Smithing" -> "Prospecting" [dir=both] "Prospecting" -> "Dwarven\nFocus" [dir=both] "Dwarven\nFocus" -> "Excavation" [dir=both] "Excavation" -> "Gemology" [dir=both] // III -> IV "Alloy\nSmelting" -> { "Volatility" "Slow and\nSteady" } "Smithing" -> { "Volatility" "Slow and\nSteady" "Raw Fuel" } "Prospecting" -> { "Slow and\nSteady" "Raw Fuel" "Explosive\nPersonality" } "Dwarven\nFocus" -> "Explosive\nPersonality" "Excavation" -> { "Explosive\nPersonality" "X-ray" "Upheaval" } "Gemology" -> { "Upheaval" "Geometry" } /// IV -> V "Volatility" -> { "Metallic\nBonding" "Catalyze" } "Slow and\nSteady" -> { "Metallic\nBonding" "Catalyze" "Extreme\nTemperatures" } "Raw Fuel" -> { "Catalyze" "Extreme\nTemperatures" } "Explosive\nPersonality" -> { "Extreme\nTemperatures" "Diggy\nDiggy Hole" } "X-ray" -> { "Diggy\nDiggy Hole" "Matryoshka" "Synthesis" } "Upheaval" -> { "Matryoshka" "Synthesis" "Dazzle" } "Geometry" -> { "Synthesis" "Dazzle" } } ``` ## Foraging ```graphviz digraph { layout="neato" scale="1.5,0.9!" tooltip=" " node [shape=box color="#DDDDDD" fontcolor="#DDDDDD"] edge [color="#DDDDDD"] bgcolor=transparent // tier I "Foraging\nProficiency" [pos="-1,-1!" tooltip="Reduced foraging (axe) energy usage by 10/25/50%."] "Best Friend" [pos="1,-1!" tooltip="Every morning, your pet will bring you 1/2/3 foraging items."] // tier II "Forestry" [pos="-2,-2!" tooltip="25/50/100% increased growth chance for manually planted trees."] "Lumberjack" [pos="-1,-2!" tooltip="Increased wood drops by 15/25/40%."] "Nature\nSecrets" [pos="0,-2!" tooltip="Chopped down tree stumps have a 10/20/35% chance to leave behind a forage item."] "Gathering" [pos="1,-2!" tooltip="5/10/20% chance for double harvest of foraged items."] "Verdancy" [pos="2,-2!" tooltip="+1/2/3 berries per bush."] // tier III "Tapping" [pos="-3,-3!" tooltip="Increased syrup worth by 15/25/40%."] "Soul of\nthe Forest" [pos="-2,-3!" tooltip="Tree stumps have a 5/10/20% chance to regrow overnight."] "Ironbark" [pos="-1,-3!" tooltip="Repeating (until it fails) 30/45/60% chance for a piece of hardwood when chopping down trees."] "Static\nCharge" [pos="0,-3!" tooltip="Lightning Rods can accumulate two charges at once.\nSolar Panels take 2 less days to produce a battery."] "Tracking" [pos="1,-3!" tooltip="Location of forageable items, artifact spots and panning spots revealed."] "Germination" [pos="2,-3!" tooltip="Picking up forage has a 30/50% chance to drop its respective wild seeds."] "Clear\nas Mud" [pos="3,-3!" tooltip="50/100/200% more likely to find Clay when tilling."] // tier IV "Exotic\nTapping" [pos="-3,-4!" tooltip="Palm trees can now be tapped for Oil.\nMahogany trees can now be tapped for Sugar."] "Grove\nTending" [pos="-2,-4!" tooltip="Doubled effects of the Tree Fertilizer."] "Wood\nEmpire" [pos="-1,-4!" tooltip="Increased wood and hardwood worth by 500%."] "Flow of\nPower" [pos="0,-4!" tooltip="Increased Battery Pack worth by 50/100%."] "Archaeology" [pos="1,-4!" tooltip="Doubled chance of receiving an artifact or mineral from artifact spots that are not yet donated to the museum."] "Renewing\nMist" [pos="2,-4!" tooltip="The first sunny day after a rainy day will spawn double forage."] "Bountiful\nBloom" [pos="3,-4!" tooltip="Forage spawned after a rainy day has a 40% chance to be flowers."] // tier V "Accumulation" [pos="-3,-5!" tooltip="Uncollected tapper products have a 50% chance to increase in quality overnight."] "Welcome to\nthe Jungle" [pos="-2,-5!" tooltip="Coconuts can now be planted to grow a palm tree.\nGolden coconuts can now drop anywhere."] "Overgrowth" [pos="-1,-5!" tooltip="Wood from trees grown with a Tree Fertilizer has a repeating (until it fails) 30% chance to be one quality higher.\nNote: The `Growth Tending` talent also applies - the whole process runs twice."] "Starfall" [pos="1,-5!" tooltip="A series of falling stars (geodes) will be dropping as forage in the evening of about 1 of 7 days."] "Keen Eye" [pos="2,-5!" tooltip="Collecting forage has a repeating (until it fails) 50% chance to receive items one quality higher."] "Primrose\nPath" [pos="3,-5!" tooltip="Flowers gifted to villagers grant 25% more friendship."] // I -> II "Foraging\nProficiency" -> { "Forestry" "Lumberjack" "Nature\nSecrets" } "Best Friend" -> { "Nature\nSecrets" "Gathering" "Verdancy" } // II -> II "Forestry" -> "Lumberjack" [dir=both] "Lumberjack" -> "Nature\nSecrets" [dir=both] "Nature\nSecrets" -> "Gathering" [dir=both] // II -> III "Forestry" -> { "Soul of\nthe Forest" "Tapping" "Ironbark" } "Lumberjack" -> { "Soul of\nthe Forest" "Ironbark" "Static\nCharge" } "Nature\nSecrets" -> { "Ironbark" "Tracking" } "Gathering" -> { "Static\nCharge" "Tracking" "Germination" } "Verdancy" -> { "Germination" "Clear\nas Mud" } // III -> III "Soul of\nthe Forest" -> "Ironbark" [dir=both] "Tracking" -> "Germination" [dir=both] // III -> IV "Tapping" -> { "Exotic\nTapping" "Grove\nTending" } "Soul of\nthe Forest" -> { "Grove\nTending" "Wood\nEmpire" } "Ironbark" -> { "Grove\nTending" "Wood\nEmpire" } "Static\nCharge" -> { "Archaeology" "Flow of\nPower" } "Tracking" -> { "Archaeology" "Renewing\nMist" } "Germination" -> { "Bountiful\nBloom" "Renewing\nMist" } "Clear\nas Mud" -> { "Bountiful\nBloom" "Renewing\nMist" } // IV -> V "Exotic\nTapping" -> { "Accumulation" "Welcome to\nthe Jungle" } "Grove\nTending" -> { "Accumulation" "Welcome to\nthe Jungle" "Overgrowth" } "Wood\nEmpire" -> { "Welcome to\nthe Jungle" "Overgrowth" } "Flow of\nPower" -> "Starfall" "Archaeology" -> "Starfall" "Renewing\nMist" -> { "Starfall" "Keen Eye"} "Bountiful\nBloom" -> { "Keen Eye" "Primrose\nPath" } } ``` ## Fishing Fish Ponds now remember the lowest fish quality put into them. Fish Pond produce has the same quality as the fish quality. ```graphviz digraph { layout="neato" scale="1.5,0.9!" tooltip=" " node [shape=box color="#DDDDDD" fontcolor="#DDDDDD"] edge [color="#DDDDDD"] bgcolor=transparent // tier I "Fishing\nProficiency" [pos="-1,-1!" tooltip="Reduced fishing (rod) energy usage by 10/25/50%."] "Welcome\nPackage" [pos="1,-1!" tooltip="Receive 1/2/3 Crab Pots and 50 Bait via mail."] // tier II "Practice\nMakes Perfect" [pos="-2,-2!" tooltip="Casting distance increased by 1/4 of a tile with each chosen Fishing talent, up to 16.\nBobber bar height increased with each chosen Fishing talent, up to 12 talents."] "Fishing" [pos="-1,-2!" tooltip="Increased fish worth by 10/20/35%."] "Can It" [pos="0,-2!" tooltip="Recycling Machine produces 40/70/100% more items."] // tier III "Roe-mance" [pos="-3,-3!" tooltip="Increased roe, aged roe and caviar worth by 20/35/50%."] "Yarr" [pos="-2,-3!" tooltip="Increased chance to find treasure chests while fishing by 50/100/150%."] "Pity" [pos="-1,-3!" tooltip="Failing to catch a fish 4/3/2 times in a row greatly increases the bobber bar height for the next fish."] "Clickbait" [pos="0,-3!" tooltip="Worm Bin has a 20/35/50% chance of producing Wild Bait instead of normal Bait."] "Dead Man's\nChest" [pos="3,-3!" tooltip="5/10/20% chance for a Crab Pot to produce a treasure item instead of a fish.\nThe Magnet bait now also works in Crab Pots.\nNon-Magnet bait is not used up if a Crab Pot produced a non-fish item."] // tier IV "Ex-squid-sit" [pos="-3,-4!" tooltip="Fish in a Fish Pond may request yet another item after reaching max population. Fulfilling this request improves the quality of the fish."] "Take a\nBreak" [pos="-1,-4!" tooltip="Fish do not run away when reeling in a treasure chest."] "Trash\nTalking" [pos="0,-4!" tooltip="Catching junk (with a rod or crab pot) grants 2 friendship points with all villagers."] "Diversification" [pos="1,-4!" tooltip="Wild Bait now doubles Crab Pot produce.\nMagic Bait now also works in Crab Pots."] "Tumbling\nWaves" [pos="2,-4!" tooltip="Crab Pots gain a togglable option to no longer produce junk."] "Luremaster" [pos="3,-4!" tooltip="Crab Pots no longer require bait."] // tier V "TBD" [pos="-3,-5!" tooltip="Adds an option to greatly increase the odds of receiving non-roe items from a Fish Pond."] "Double\nTrouble" [pos="-2,-5!" tooltip="You now reel in 2 fish at once."] "Legend\nNo More" [pos="-1,-5!" tooltip="Legendary fish can be recaught once a week."] "Bait and\nSwitch" [pos="1,-5!" tooltip="Uncollected crab pot-only fish are replaced with one quality higher normal fish overnight."] "Come Here\nFishy Fishy" [pos="2,-5!" tooltip="You can now put a single Crab Pot in each Fish Pond. This Crab Pot will produce one fish of the same type the Fish Pond contains every 2 days."] "dsdsd" [pos="3,-5!" label=TBD tooltip="Not using any bait in a Crab Pot works as if a random bait was used.\nNote: Magnet can be applied if `Dead Man's Chest` is also known. Wild and Magic baits can be applied if `Diversification` is also known. If neither are known, this talent has no effect."] // I -> II "Fishing\nProficiency" -> { "Practice\nMakes Perfect" "Fishing" "Can It" } "Welcome\nPackage" -> "Can It" // II -> II "Fishing" -> "Can It" [dir=both] // II -> III "Practice\nMakes Perfect" -> { "Roe-mance" "Yarr" "Pity" } "Fishing" -> { "Yarr" "Pity" "Clickbait" } "Can It" -> "Pity" // III -> III "Yarr" -> "Pity" [dir=both] "Pity" -> "Clickbait" [dir=both] // III -> IV "Roe-mance" -> "Ex-squid-sit" "Yarr" -> { "Ex-squid-sit" "Take a\nBreak" } "Pity" -> "Take a\nBreak" "Clickbait" -> "Diversification" "Dead Man's\nChest" -> { "Tumbling\nWaves" "Luremaster" } // IV -> V "Take a\nBreak" -> { "Double\nTrouble" "Legend\nNo More" } "Diversification" -> "Bait and\nSwitch" "Tumbling\nWaves" -> { "Bait and\nSwitch" "Come Here\nFishy Fishy" } "Luremaster" -> "Come Here\nFishy Fishy" } ``` ## Combat # Multiplayer Most ways of obtaining talent points are player-specific, which means with twice as many players you can obtain twice as many points. To combat this, the mod will require spending an amount of points based on the current number of players/cabins, but this is configurable.