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Stardew Valley - Mechanics


The systems behind the valley: skills and professions, friendship and marriage, energy and health, luck, weather and the seasons. These pages explain the rules the rest of the wiki leans on.

Overview


This branch is the rulebook rather than a shelf of things. Nothing under the heading can be picked up, planted or sold. What sits here instead is the machinery a farm runs on: the clocks, the meters, the statistics that food and equipment push around, the skills and the professions chosen inside them, the screens that display all of it, and the handful of amusements the valley keeps for a rainy afternoon.

Three clocks govern a save and they are the first thing worth learning. A day runs twenty hours, from six in the morning until two the following morning, and the farmer always wakes at the same hour however late the last one ended. A season runs twenty-eight days and takes most crops with it when it turns. A year runs four seasons and then starts again with the shops stocking the same seeds. Almost every decision in the game is really a decision about where to spend hours inside those three frames.

Underneath the clocks sit two visible meters and one invisible number. Energy pays for every swing of a tool and is refilled by food and by sleep. Health is spent only in fights and in falls. And daily luck, set quietly at the start of each day and revealed only on the television, nudges dozens of small rolls without ever announcing itself. A farmer who understands those three understands most of what separates a productive week from a frustrating one.

Groups


Five families sit inside the branch. The first is time and weather: the Day Cycle, the Days of the Week with their shop closures, the four seasons, the forecast and the overnight events that occasionally rearrange the farm. The second is the body: energy, health and the exhaustion that follows when energy runs out.

The third family is the five skills. Farming, foraging, fishing, mining and combat each have ten levels, each level lowers the energy a related tool costs, and each one teaches crafting or cooking recipes on the way up. The fifth and tenth levels instead offer a choice between two professions, and the choice at the fifth decides which pair appears at the tenth.

The fourth family is the statistics that buffs move: attack, defence, critical chance, critical power, speed, immunity, magnetism, weight and luck. These are the numbers that cooked dishes, rings, enchantments and the Forge all argue over, and they are why the kitchen matters to a mining farm.

The fifth family is the furniture of the game itself. The player menu and its tabs, the inventory and its two paid expansions, the options screen, the controls, the save system, multiplayer, the television with its several channels, the wallpaper and flooring that dress the farmhouse, and the arcade cabinets, card tables and dartboards scattered about the valley.

Order


A farm meets the branch in a fixed order whether it wants to or not. The first morning teaches the hoe, the seed and the watering can, and the second teaches that crops which go unwatered simply stop rather than dying. The television in the farmhouse is the next thing to learn, and it is the single most useful habit in the game, because tomorrow's forecast decides whether today should end with a watering round or with a trip to the blacksmith.

Skills arrive on their own. A harvested crop, a chopped tree, a broken rock, a landed fish and a slain monster each feed their own bar, and a level reached during the day is only announced overnight, along with whatever recipe came with it. That delay matters more than it looks: a profession's price bonus does not apply to anything shipped on the day it was earned.

Statistics start to matter around the midpoint of a run. Combat levels raise health, cooked dishes begin lifting skills above their natural ceiling, and the fishing and mining buffs in particular open up content that the raw levels would refuse. By the late game the Forge under the volcano and the masteries claimed in the forest cave are both arguments about the same small list of numbers.

Best


Ranked by how much a single piece of knowledge changes a save, the overnight rule comes first. The morning after any skill level and the morning after a profession is changed at the statue in the sewers, the farmer wakes with a full energy bar regardless of how the previous day ended. A day deliberately spent to exhaustion just before a level lands costs nothing at all.

Second is the sleep schedule. Going to bed at or before midnight restores energy completely, and every half hour after that takes a visible bite out of the next morning. Staying awake until the small hours is almost never worth the hour gained.

Third is the stacking of food with skill. A cooked dish lifts a skill above level ten, and anything in the game that checks a skill level accepts the buffed figure. That one rule is what lets a first-year farm fish water it has no business fishing and mine floors it has no business reaching.

Fourth is the forecast, used as a scheduling tool rather than a curiosity. A watering can handed to the blacksmith on the evening before rain costs the farm nothing, and the same upgrade started on a sunny week costs two days of hand watering.

Fifth is daily luck. It never changes a day on its own, but it quietly moves ladders in the mine, treasure on the line, crates on a floor, the contents of a town bin and the amount lost on a bad fall, which makes a lucky morning the right morning for a long descent.

Uses


The practical value of this branch is in the exceptions, and there are several worth memorising. Exhaustion halves the next morning's energy, and the penalty can be cancelled outright by a particular remedy or by a kiss from a spouse. Hovering over food before eating it shows what it gives and, in a few cases, what it takes away. The spa beside the railway platform refills energy in seconds while the farmer stands still, which turns an afternoon that went wrong into one that merely went slowly.

The screens hold their own quiet tools. The collections tab is the only honest record of what has and has not been shipped, caught or donated. The skills tab shows the professions in plain language on a hover, and it carries the mastery gauge once every skill is maxed. The options screen has a setting that marks exactly which tile a tool will strike, which is the simplest way to stop destroying crops by accident.

The amusements are worth a visit for reasons beyond amusement. The arcade cabinets in the saloon pay out for finishing them, the card table and the machine in the casino convert gold into tokens and tokens into things gold cannot buy, and the dartboard in the island cove pays golden walnuts the first few times it is beaten.

Prices


Most of this branch costs nothing but attention. The exceptions are worth knowing. The backpack can be widened twice at the general store, and the first of those purchases is the best early investment in the game because every trip underground is limited by how much can be carried home.

Changing a profession is bought at a statue in the sewers for a flat and considerable sum, which is the only way to undo a choice made at a fifth or tenth skill level. Changing the farmer's appearance is far cheaper and is bought at the Wizard's Tower once he is on friendly terms. And the television itself costs nothing: the set a farm starts with reaches every channel the fancier ones do.

Strategy


Start every morning with the television and finish every evening with a plan for tomorrow. Those two habits cost less than a minute each and they decide whether a day is spent walking or working.

Eat before the activity rather than during it. Buffs run on a timer, so the dish that raises fishing or mining should be eaten at the water's edge or at the mine entrance, not in the kitchen, and a second dish replaces the first rather than adding to it, with the one exception of the buffs sold by the chef at the Desert Festival, which sit on top of an ordinary meal.

Watch the energy bar for the warning signs. Below fifteen the game says so plainly, and below that figure the bar shakes and sweats whenever a tool is used. Anything done after that point is borrowed against tomorrow morning.

Treat the calendar as a set of deadlines. Seasonal crops, seasonal fish, festivals and birthdays all expire, while money and mining depth do not, so the sensible rule is to do the time-locked things first and leave the rest for a quiet week.

Notes


Daily luck is set before the farmer gets out of bed and watching the fortune teller does not alter it. Restarting the same day keeps the same luck, while replaying the day before it can change it. The range is narrow and symmetrical, with a perfectly good day, a perfectly bad day and an exactly neutral one each about as rare as the others, and a particular charm found through a puzzle nudges the whole range slightly upwards for the rest of the run.

Passing out past two in the morning is survivable but expensive, and who carries the farmer home varies. One of them brings them back for nothing on the day, though the loss is still written into the save file, and another is the town doctor, who is replaced by somebody else if he happens to be married to the farmer.

The television channels run on their own calendars. A farming and foraging show airs twice a week and stops making new episodes after the second year, repeating on a cycle thereafter. The cooking channel teaches a new recipe every Sunday for two years with a midweek repeat that favours recipes the farm has not learned, and that rotation also repeats on a two-year cycle. A fishing channel has to be unlocked by finishing a particular commission for Pam. And on one specific autumn day, on the Standard Farm, a channel appears that has no business being there at all.

Tool proficiency is worth a sentence of its own because it is invisible. Each level of the matching skill shaves a tenth of a point off what a swing costs, so a farmer at the top of the mining skill digs through twice as much rock on the same breakfast as one at the bottom.

All Mechanics


Every entry in this group, with its key details.

Name Image
Artifact Spot Artifact Spot
Attack Attack
Boulder Boulder
CalicoJack -
Combat -
Controls -
Crit. Chance Crit. Chance
Crit. Power Crit. Power
Darts Darts
Day Cycle -
Days of the Week -
Defense Defense
Energy Energy
Fall Fall
Farming Farming
Fishing Fishing
Fishing Information Broadcasting Service -
Fishing Strategy -
Flooring -
Forge -
Garbage Can Garbage Can
Getting Started -
Health Health
Immunity Immunity
Inventory -
Journey of the Prairie King -
Junimo Kart Junimo Kart
Letters -
List of All Gifts -
Livin' Off The Land Livin' Off The Land
Luck Luck
Magnetism Magnetism
Marriage -
Mining Mining
Mobile Controls -
Mobile Saves -
Multiplayer -
Options -
Player Menu -
Random Events -
Remixed Bundles -
Saves -
Seasons -
Seed Spot Seed Spot
Shop Schedules -
Skills -
Slot Machine Slot Machine
Speed Speed
Spring Spring
Summer Summer
Television -
The Queen of Sauce -
Wallpaper -
Weather -
Weight Weight
Winter Winter

Pages in category "Stardew Valley - Mechanics"

The following 56 pages are in this category, out of 56 total.