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Mastery Cave


Mastery Cave
Mastery Cave
Type Location
Address Cindersap Forest

The Mastery Cave is a door in the hillside of Cindersap Forest, a few steps south of Leah's Cottage, and it stays shut until every one of the five skills has been taken to the top. Behind it are five pillars, one for each skill, and a pedestal in the middle that reads "The final path" and tracks progress. The cave is where skill experience stops being wasted: once all five skills are maxed, everything earned afterwards pools into mastery points, and those points are spent at the pillars for tools, recipes and permanent perks that exist nowhere else. The Iridium Scythe, the Anvil, the Advanced Iridium Rod, Golden Animal Crackers and the trinket slot all come from this one room. A letter from Grandpa waits in the corner, which makes it clear the cave was always meant as the last reward.


Area


The entrance is a plain wooden door with a sign on it, set into the cliff below Leah's Cottage. Interacting with it before the skills are finished only brings up a refusal, "Only a master of the five ways may enter", with a count of how many of the five are done so far. It is a quietly effective progress bar for the whole mid-game.

Inside is one room. The pedestal stands in the middle, with the five pillars along the back wall, and standing at any pillar shows the items and the permanent bonus that mastery carries, so the whole menu can be read before a single point is spent. Grandpa's letter sits in the south-east corner. He explains that he prepared the room himself and left tips, recipes and his best tools in it for whoever could prove they deserved them, and he signs off asking to be made proud.

The door opens the moment the fifth skill hits its top level, with no waiting for the next morning. A farmer who misses the message gets another one on waking: a line about sensing that a new way is open.

Notes


Mastery points are simply surplus experience. Once every skill is at its ceiling, any action that used to give skill experience feeds a single shared pool instead, and it does not matter which skill earned it. Farming is the exception and contributes at half rate, so a save that leans on crops alone will crawl towards the next point while a mixed day of mining, fishing and fighting fills the bar faster.

The five points get dearer as they go. The first costs ten thousand, and each one after that asks five thousand more than the last, which adds up to a hundred thousand points for the full set. That is a long haul, and it is the reason the cave counts as end-game content rather than a reward for levelling.

Claiming is flexible. The pillars can be taken in any order, and the bar refreshes the instant a point is earned. Banking the whole hundred thousand and then claiming all five pillars in one visit is perfectly possible.

The Farming pillar hands over the Iridium Scythe, which cuts any crop and is unusually good at gathering hay, along with the recipe for the Statue Of Blessings, which gives a different blessing every day it is touched. Its lasting perk is Golden Animal Crackers, which permanently double an animal's produce, although pigs are immune.

Mining gives the recipes for the Statue Of The Dwarf King, a daily choice between two mining powers, and the Heavy Furnace, which smelts in bulk at twenty-five ore and three coal a go. From then on gem-bearing rocks break open for twice the gems, which quietly changes how profitable a deep run is.

Foraging gives the Mystic Tree Seed and the Treasure Totem recipes. The totem is the interesting one: dropped on diggable ground it summons a ring of artifact spots around the farmer, which turns artifact hunting from a matter of luck into something that can be scheduled. Its perk is Golden Mystery Boxes, a better version of the ordinary box.

Fishing gives the Advanced Iridium Rod, which takes two bobbers at once, and the Challenge Bait recipe, which triples the catch on a perfect landing and punishes every fish that escapes the bar. Golden Fishing Treasure Chests start appearing on the line as well.

Combat is the one that changes the character sheet. It gives the Anvil recipe, which re-rolls a trinket's stats for three Iridium Bars a time, and the Mini-Forge, a dwarvish forge for the farmhouse. Its perk opens a trinket slot, which is the only way to equip the trinkets found while adventuring, so this pillar is effectively a prerequisite for a whole item category.

Claiming all five lights a candle above each pillar and removes Grandpa's letter from the corner. A hat appears on the pedestal between the Combat and Foraging pillars, and the game gives one last line: a feeling of Grandpa's hand patting a shoulder. One of the valley's Secret Notes has him hinting at a very special secret hidden somewhere in the valley, and this room is what he meant.

All Locations


Every entry in this group, with its key details.

Name Image Open Hours
1 River Road 1 River Road 8am to 8pm
1 Willow Lane 1 Willow Lane 9:00am - 8:00pm
2 Willow Lane 2 Willow Lane 9:00am - 8:00pm
Abandoned House Abandoned House All Day
Adventurer's Guild Adventurer's Guild 2:00pm to 2:00am
Backwoods - -
Blacksmith Blacksmith 9:00am to 4:00pm
Bookseller Bookseller -
Bus Stop Bus Stop 10am to 5pm
Carpenter's Shop Carpenter's Shop 9:00am to 5:00pm
Casino Casino 9:00am to 11:50pm
Cindersap Forest - -
Community Center Community Center Always
Dark Shrine of Memory Dark Shrine of Memory -
Dark Shrine of Night Terrors Dark Shrine of Night Terrors -
Dark Shrine of Selfishness Dark Shrine of Selfishness -
Desert Trader Desert Trader Always
Dog Pen Dog Pen Always
Elliott's Cabin Elliott's Cabin 10am to 6pm
Farm Pond - -
Fish Shop Fish Shop 9am to 5pm
Giant Stump Giant Stump -
Ginger Island Ginger Island -
Graveyard Graveyard Always
Harvey's Clinic Harvey's Clinic 9:00am to 3:00pm
Ice Cream Stand Ice Cream Stand 1pm to 5pm during Summer
Island Farmhouse Island Farmhouse -
Island Field Office Island Field Office Always
Island Trader Island Trader Always
Joja Warehouse Joja Warehouse Always
JojaMart JojaMart 9:00am to 11:00pm
Leah's Cottage Leah's Cottage 10am to 6pm
Marnie's Ranch Marnie's Ranch 9:00am to 4:00pm; (Building open 9am to 6pm)
Mastery Cave Mastery Cave -
Mayor's Manor Mayor's Manor 8:30am - 10pm
Minecart - -
Movie Theater Movie Theater 9:00am to 9:00pm
Museum Museum 8:00am to 6:00pm
Mutant Bug Lair Mutant Bug Lair -
Oasis Oasis 9:00am to 11:50pm
Pelican Town Pelican Town -
Pierre's General Store Pierre's General Store Shop: 9am to 5pm; Building: 9am to 9pm
Qi's Walnut Room Qi's Walnut Room Always
Quarry Quarry -
Quarry Mine - -
Railroad - -
Secret Woods Secret Woods -
Skull Cavern - -
Spa Spa All Day
Tent Tent 6am to 2am
The Beach - -
The Cave - -
The Desert - -
The Farm The Farm -
The Mines The Mines -
The Mountain The Mountain -
The Sewers The Sewers Always
The Shrine of Illusions - -
The Stardrop Saloon The Stardrop Saloon 12:00pm to 12:00am
The Summit The Summit -
The Tunnel - -
Trailer Trailer 9:00am - 8:00pm
Traveling Cart Traveling Cart 6:00am to 8:00pm Friday and Sunday; 5:00pm to 2:00am during Night Market; 12:00pm to 2:00am during Desert Festival
Treehouse Treehouse -
Volcano Dungeon - -
Witch's Swamp - -
Wizard's Tower Wizard's Tower 6:00am to 11:00pm