Mastery: Difference between revisions

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(→‎Skills: All Mastery Skills added now.)
 
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! rowspan="3"| '''Tier II'''
! rowspan="3"| '''Tier II'''
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! Combat Medic
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! Monster Loot Price
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! Trap Master
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| Recover a portion of lost health when attacking an enemy.
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| Increases the selling price of all monster loot.
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| Traps last longer.
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| 30% HP recovered
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| 50% price increase
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| 30% longer
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|}

Latest revision as of 01:08, 9 February 2024

Mastery are the player attribute that can be leveled up by performing various activities using available tools. Each type of mastery can be maxed out to level 10, unlocking new skills, crafting blueprints and recipes along the way.

Mastery levels are used to track a player's progress in each mastery. These points are calculated overnight, after the player goes to bed. When a skill level increases, a popup announcement will appear, notifying the player of the increase mastery and award them with variety of rewards.

All mastery need the following experience points in order to increase the level:

Level Experience Total Experience
1 120 120
2 170 290
3 200 490
4 250 740
5 400 1140
6 400 1540
7 600 2140
8 600 2740
9 900 3640
10 1000 4640

Skills

Each mastery has six skills that can be acquired using skill points. The player gains a skill point every two levels, gaining the fifth at level 10. A final skill point can be purchased for 500 Merit Points at the Community Center. Acquiring two skills in a mastery unlocks tier II skills for that mastery.

Proficiency

For level 0 mastery, any use of Hoe, Watering Can, Pickaxe, Axe, and Scythe will consumed 3 energy for success hit, and 1 energy for failed hit. Each usage of Fishing pole or Bug net will cost 20 energy for success catch, and 1 energy for failed catch. no energy consumed for using Sword.

Each mastery increase will result in a decrease in energy usage by a certain amount. This means that as player improve their mastery, they will be able to perform actions more efficiently and with less fatigue. Here are the

Level Mastery Energy Reduction
1 5%
2 10%
3 15%
4 20%
5 25%
6 30%
7 35%
8 40%
9 45%
10 50%

Note: the game keeps track of fractions amounts of energy, but in the user interface they are rounded to the nearest integer for clarity.

Affected Tools

  • Hoe
  • Watering Can
  • Pickaxe
  • Axe
  • Scythe
  • Fishing pole
  • Bug net

Farming

For more detail: Farming

Farming mastery are earn by tilling ground, watering ground, and harvesting crops.

Level 1 Level 2 Level 3 Level 4 Level 5
Makeshift scarecrow.png Makeshift scarecrow

Fertilizer I.png Fertilizer I

Compost bin.png Compost bin

Sprinkler I.png Sprinkler I File:Flash I.png Flash I

Mason jar.png Mason jar

File:Hydro I.png Hydro I Makeshift floor tile.png Makeshift floor tile Makeshift arch.png Makeshift arch

Ordinary scarecrow.png Ordinary scarecrow

File:Hydro II.png Hydro II

Fertilizer II.png Fertilizer II
Level 6 Level 7 Level 8 Level 9 Level 10
Keg.png Keg

Sprinkler II.png Sprinkler II

File:Flash II.png Flash II Fertilizer III.png Fertilizer III

File:Hydro III.png Hydro III

File:Flash III.png Flash III

Sprinkler III.png Sprinkler III

Aging barrel.png Aging barrel

Skills

Tier I Stay Hydrated Quality Crop Double Crop
Chance for watered soil to stay watered the following day. Chance to harvest better-quality crops. Chance to harvest double crops.
25% chance 10% chance for better quality 5% chance
Tier II Crop Express Crop Price Replant
Chance for crops to grow faster. Increases the selling price of all crops. Chance to leave a seed behind when clearing crops (harvesting or destroying).
10% chance to grow faster 15% price increase 10% chance

Experience Points

Tilling and watering ground each give 0.2 points, While harvesting crops, each crop will have different points values based on 2 factors: Base item price and priceToItemRatio.

Harvesting crops will have priceToItemRatio by 0.075 and both harvesting fruit plant and fruit tree will have 0.1 priceToItemRatio.

The formula for counting experience gain from harvesting crops is as follows: [ Exp = ( Base item price * priceToItemRatio ) ]

Ranching

For more detail: Ranching

Ranching mastery are earn by harvesting animal product and pet them.

Level 1 Level 2 Level 3 Level 4 Level 5
File:Sunny-Side-Up Eggs.png Sunny-Side-Up Eggs Mayonnaise machine.png Mayonnaise machine Hay fence.png Hay fence

Hay gate.png Hay gate Hay floor tile.png Hay floor tile

Cheese press.png Cheese press

Hay sign.png Hay sign

Hay chest.png Hay chest

File:Hay Arch.png Hay Arch

Level 6 Level 7 Level 8 Level 9 Level 10
Loom.png Loom - - - -

Skills

Tier I Animal Feed Quality Product Double Products
Chance for animal feed to stay filled the next day. Chance to harvest better-quality animal products. Chance to harvest double animal products.
25% chance 10% chance for better quality 5% chance
Tier II Fast Friends Product Price Product Size
Lowers the time to befriend animals. Increases the selling price of all animal products. Chance to increase the size of animal products.
5% increase in rate 15% price increase 10% chance

Experience Points

Every time player pet their animal, it gain 10 points. Meanwhile harvesting animal product will have different values based on 2 factors: Base value and Quality modifier. Harvesting crops will have Base value of 2 points and each quality will have it's own quality modifier:

  • Regular 2 points
  • Bronze 3 points
  • Silver 6 points
  • Gold 10 points
  • Osmium 15 points

The formula for counting experience gain from harvesting animal product is as follows: [ Exp = ( Base value * Quality modifier ) ]

Foraging

For more detail: Foraging

Foraging mastery are earn by gathering loot, destroying debris, and cutting tree with Axe. When players gather loot in diving areas, diving points will be given instead of foraging points.

Level 1 Level 2 Level 3 Level 4 Level 5
Candied tree seed.png Candied tree seed Kiln.png Kiln

Flower bouquet.png Flower bouquet

Wooden fence.png Wooden fence

Wooden gate.png Wooden gate Wood floor tile.png Wood floor tile

Tap.png Tap

Wood sign.png Wood sign

Wooden chest.png Wooden chest

Wooden arch.png Wooden arch

Level 6 Level 7 Level 8 Level 9 Level 10
Mushroom log.png Mushroom log Hedge gate.png Hedge gate

Hedge fence.png Hedge fence

Oil press.png Oil press - -

Skills

Tier I Speed Demon Quality Forage Double Foraging
Increases sprinting speed. Chance to forage better-quality items. Chance to forage double items.
15% increase 10% chance for better quality 5% chance
Tier II Exceptional Cutter Forage Price Hasten Nature
Chance for regular trees to drop hardwood. Increases the selling price of all foraged goods. Lowers the processing time of bee houses and mushroom logs.
2% chance to drop hardwood 15% price increase 10% lower process time

Experience Points

Gathering loot will have different values based on 2 factors: Base value and Quality modifier. Gathering loot will have Base value of 2 is and each quality will have it's own quality modifier:

  • Regular 6 points
  • Bronze 7.5 points
  • Silver 9 points
  • Gold 12 points
  • Osmium 15 points

The formula for counting points gain from gathering loot is as follows: [ Exp = ( Base value * Quality modifier ) ]

Destroying debris will have different value based on base value in each item, here is the breakdown:

  • Large Log 15 points
  • Twig 1 point

Cutting tree will have different points but only granted when the tree it's in phase of sapling and tree, here is the breakdown:

  • Tree 10 points.
  • Sapling 4 points.
  • Stump 4 Points.

Mining

For more detail: Mining

Mining mastery are earn by destroying debris in mining area.

Level 1 Level 2 Level 3 Level 4 Level 5
Explosive I.png Explosive I Rope.png Rope

Stone sign.png Stone sign

Stone fence.png Stone fence

Stone gate.png Stone gate Stone floor tile.png Stone floor tile

Stone soup.png Stone soup Stone chest.png Stone chest

Stone arch.png Stone arch

Level 6 Level 7 Level 8 Level 9 Level 10
Explosive II.png Explosive II File:Slimy Okra.png Slimy Okra - Explosive III.png Explosive III -

Skills

Tier I Double Ore Rock Domino Geode Finder
Chance to mine double ores. Chance to break surrounding rocks when mining. Increases the chances of finding geodes.
20% chance 10% chance 100% increase
Tier II Rare Rocks Gem Price Double Gems
Chance for regular rocks to drop rare resources. Increases the selling price of all gems Chance to find double gems
1% chance for better quality 15% price increase 5% chance

Experience Points

Destroying debris will have different value based on base value in each item, here is the breakdown:

  • Small Rock 1 Point
  • Medium Rock 2 Points
  • Large Rock 3 Points
  • Bronze Node 5 Points
  • Silver Node 10 Points
  • Gold Node 25 Points
  • Osmium Node 40 Points
  • Gem Node 40 Points

Diving

For more detail: Diving

Diving mastery are earn by destroying debris in diving areas.

Level 1 Level 2 Level 3 Level 4 Level 5
Scuba snack.png Scuba snack

Vortexanator I.png Vortexanator I

Recycling machine.png Recycling machine Scrap fence.png Scrap fence

Scrap gate.png Scrap gate Scrap floor tile.png Scrap floor tile

Dehydrator.png Dehydrator

Scrap sign.png Scrap sign

Scrap chest.png Scrap chest

Scrap arch.png Scrap arch

Level 6 Level 7 Level 8 Level 9 Level 10
Vortexanator II.png Vortexanator II Solar panel.png Solar panel - Vortexanator III.png Vortexanator III -

Skills

Tier I Double Kelp Rare Trash Treasure Finder
Chance to harvest double kelp. Chance for trash to drop rare resources. Increases the chances of finding artifacts.
20% chance 2% chance 100% increase
Tier II Double Artifacts Ocean Loot Artifact Price
Chance to receive double artifacts from artifact troves. Increases the selling price of all artifacts. Chance to forage double items.
5% chance 30% price increase 5% chance

Experience Points

Destroying debris will have different value based on base value in each item, here is the breakdown:

Item Oily / Non Oily Experience point (Se Pulu Area) Increase point per depth
Small Trash Both 0.3 Points +0.3 Points
Medium Trash Both 0.6 Points +0.3 Points
Wood Debris Oily 0.3 Points +0.3 Points
Metal Debris Oily 0.3 Points +0.3 Points
Rock Debris Oily 0.25 Points +0.25 Points
Plastic Debris Oily 0.25 Points +0.25 Points
Wood Debris Non Oily 0.5 Points +0.25 Points
Metal Debris Non Oily 0.5 Points +0.25 Points
Rock Debris Non Oily 0.5 Points +0.25 Points
Plastic Debris Non Oily 0.5 Points +0.25 Points
Kelp N/A 1 Point N/A

Catching

For more detail: Insects / Critters

Catching mastery are earn by caught insects or critters.

Level 1 Level 2 Level 3 Level 4 Level 5
Ground insect scent.png Ground insect scent Bug jerky.png Bug jerky Bee house.png Bee house

File:Ground insect trap.png Ground insect trap

Crawling critter scent.png Crawling critter scent Crawler trap.png Crawler trap
Level 6 Level 7 Level 8 Level 9 Level 10
File:Flying insect trap.png Flying insect trap Flying insect scent.png Flying insect scent File:Float trap.png Float trap Floating critter scent.png Floating critter scent -

Skills

Tier I Light Feet Quality Catch Double Catch
Lowers awareness of insects and ocean critters. Chance to catch better-quality insects and ocean critters. Chance to catch double insects and ocean critters.
10% less aware 5% chance for better quality 5% chance
Tier II Balanced Body Catch Price Scent Duration
Increases movement speed while holding a net. Increases the selling price of all insects and ocean critters. Scent lasts longer when catching.
50% increase 25% price increase 25% more scent

Experience Points

Point calculation for catching mastery will be calculated by adding the quality modifier and fish difficulty together.

Quality modifier base value is 2 points, and quality modifier will be different based on fish quality as per follow:

  • Regular 1 Point
  • Bronze 2 Points
  • Silver 5 Points
  • Gold 8 Points
  • Osmium 12 Points

The formula for counting experience gain from catching quality modifier is as follows: [ Exp = base value * quality Modifier ]

Fish difficulty points distribution is as per follow:

  • Very Easy 6 Points
  • Easy 7 Points
  • Medium 10 Points
  • Hard 20 Points
  • Very Hard 30 Points

Example: player caught Dragonfly with Bronze quality, Dragonfly are in category Medium to catch. So the the catching mastery that player gain is (2 x 2) + 10 = 14 points.

Fishing

For more detail: Fish

Fishing mastery are earn by caught fish in the body of water.

Level 1 Level 2 Level 3 Level 4 Level 5
Small fish bait.png Small fish bait Sushi.png Sushi - Medium fish bait.png Medium fish bait -
Level 6 Level 7 Level 8 Level 9 Level 10
- - Large fish bait.png Large fish bait - -

Skills

Tier I Bait Quantity Quality Fish Double Fish
Increases the crafting amount of bait. Chance to catch better-quality fish. Chance to catch double fish.
50% more bait 10% chance for better quality 5% chance
Tier II Strong Arms Fish Price Lucky Angler
Lowers fish resistance while fishing. Increases the selling price of all fish Chance for an instant pull while fishing
10% less resistant 25% price increase 3% chance


Experience Points

Point calculation for fishing mastery will be calculated by adding the quality modifier and fish difficulty together.

Quality modifier base value is 2 points. quality modifier will be different based on fish quality as per follow:

  • Regular 1 Point
  • Bronze 2 Points
  • Silver 5 Points
  • Gold 8 Points
  • Osmium 12 Points

The formula for counting experience gain from fishing quality modifier is as follows: [ Exp = base value * quality Modifier ]

Fish difficulty point calculation is as per follow:

  • Very Easy 6 Points
  • Easy 7 Points
  • Medium 10 Points
  • Hard 20 Points
  • Very Hard 30 Points

Example: player caught Zebra fish with Silver quality, Zebra fish are categorized as Very Easy in fish difficulty. So the the fishing mastery that player gain is (2 x 5) + 6 = 16 points.

Combat

For more detail: Combat

Combat mastery are earn by taking down monster inside Cavern. It will grant player 6 points per monster.

Level 1 Level 2 Level 3 Level 4 Level 5
Ball of goop.png Ball of goop

File:Slime trap.png Slime trap

File:Chicken decoy.png Chicken decoy - File:Spring trap.png Spring trap File:Glue trap.png Glue trap
Level 6 Level 7 Level 8 Level 9 Level 10
File:Shock trap.png Shock trap File:Spike trap.png Spike trap Slime of transmutation.png Slime of transmutation - Slime of replication.png Slime of replication


Skills

Tier I Combat Proficiency Critical Chance Double Loot
Increases the damage delt by all weapons Increases the chances of dealing a Critical Strike Gain a chance to recieve double loot from defeating a monster
20% more damage 5% increase 5% chance
Tier II Combat Medic Monster Loot Price Trap Master
Recover a portion of lost health when attacking an enemy. Increases the selling price of all monster loot. Traps last longer.
30% HP recovered 50% price increase 30% longer