Mastery: Difference between revisions
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! rowspan="3"| '''Tier II''' | ! rowspan="3"| '''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 | ||
|} | |} | ||
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|{{Icon|Floating critter scent}} | |{{Icon|Floating critter scent}} | ||
| - | | - | ||
|} | |||
===Skills=== | |||
{| class="wikitable croptable fishtable" style="text-align:center; vertical-align:top;" | |||
|- | |||
! rowspan="3" style="width:10%"| '''Tier I''' | |||
! style="width:30%"|Light Feet | |||
! style="width:30%"|Quality Catch | |||
! style="width:30%"|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 | |||
|- | |||
! rowspan="3"| '''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 | |||
|} | |} | ||
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!Level 5 | !Level 5 | ||
|- | |- | ||
| | |{{Icon|Small fish bait}} | ||
| | |{{Icon|Sushi}} | ||
| - | | - | ||
| | |{{Icon|Medium fish bait}} | ||
| - | | - | ||
| | |- | ||
!Level 6 | !Level 6 | ||
!Level 7 | !Level 7 | ||
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| - | | - | ||
| - | | - | ||
| | |{{Icon|Large fish bait}} | ||
| - | | - | ||
| - | | - | ||
|} | |} | ||
===Skills=== | |||
{| class="wikitable croptable fishtable" style="text-align:center; vertical-align:top;" | |||
|- | |||
! rowspan="3" style="width:10%"| '''Tier I''' | |||
! style="width:30%"|Bait Quantity | |||
! style="width:30%"|Quality Fish | |||
! style="width:30%"|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 | |||
|- | |||
! rowspan="3"| '''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=== | ===Experience Points=== | ||
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!Level 5 | !Level 5 | ||
|- | |- | ||
| | |{{Icon|Ball of goop}} | ||
{{Icon|Slime trap}} | |||
|{{Icon|Chicken decoy}} | |||
| | |||
| - | | - | ||
| | |{{Icon|Spring trap}} | ||
| | |{{Icon|Glue trap}} | ||
|- | |||
!Level 6 | !Level 6 | ||
!Level 7 | !Level 7 | ||
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!Level 10 | !Level 10 | ||
|- | |- | ||
| | |{{Icon|Shock trap}} | ||
| | |{{Icon|Spike trap}} | ||
| | |{{Icon|Slime of transmutation}} | ||
| - | | - | ||
| | |{{Icon|Slime of replication}} | ||
|} | |||
===Skills=== | |||
{| class="wikitable croptable fishtable" style="text-align:center; vertical-align:top;" | |||
|- | |||
! rowspan="3" style="width:10%"| '''Tier I''' | |||
! style="width:30%"|Combat Proficiency | |||
! style="width:30%"|Critical Chance | |||
! style="width:30%"|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 | |||
|- | |||
! rowspan="3"| '''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 | |||
|} | |} |
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 |
---|---|---|---|---|
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Level 6 | Level 7 | Level 8 | Level 9 | Level 10 |
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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 |
---|---|---|---|---|
|
|
|
||
Level 6 | Level 7 | Level 8 | Level 9 | Level 10 |
- | - | - | - |
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 |
---|---|---|---|---|
|
|
|
|
|
Level 6 | Level 7 | Level 8 | Level 9 | Level 10 |
|
- | - |
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 |
---|---|---|---|---|
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|
|
||
Level 6 | Level 7 | Level 8 | Level 9 | Level 10 |
- | - |
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 |
---|---|---|---|---|
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|
|
|
|
Level 6 | Level 7 | Level 8 | Level 9 | Level 10 |
- | - |
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 |
---|---|---|---|---|
|
||||
Level 6 | Level 7 | Level 8 | Level 9 | Level 10 |
- |
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 |
---|---|---|---|---|
- | - | |||
Level 6 | Level 7 | Level 8 | Level 9 | Level 10 |
- | - | - | - |
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 |
---|---|---|---|---|
|
- | |||
Level 6 | Level 7 | Level 8 | Level 9 | Level 10 |
- |
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 |