MY PEOPLE When you reach level 5 in a skill, you
have a choice between two professions. Depending on what you picked at level 5, you will then have two additional
options when you reach level 10. In this video we’ll look at what every one of
those professions does, their benefits, and then finally which professions you should be using
in each of the five skills of Stardew Valley.
Let’s go through each skill one by one, and
remember, if you already picked a profession and you want to change it, you can pay 10,000
gold to the statue of uncertainty in the sewers.
Rancher makes your animal products worth 20% more. From here you can either choose the coopmaster
profession and befriend coop animals quicker, plus have twice as fast incubation, or you can go with Shepherd and befriend barn
animals quicker, plus sheep regrow wool faster. Alternatively at level 5 you could select
tiller, which makes crops worth 10% more. Then at level 10 your options are Artisan,
which makes artisan goods worth 40% more, or agriculturalist, which
makes crops grow 10% faster. As I talked about in my fertilizers guide,
in some situations agriculturalist’s 10% faster growth rate will allow you to get
an extra harvest in for a particular crop. However, most endgame crops that you’ll grow
don’t happen to benefit a ton from this, and as such it likely won’t help too much. In contrast, the effects of Coopmaster
and Shepherd will passively help you in the form of a hidden benefit that
isn’t stated anywhere in the game. They each increase the average quality of the
animal product that is relevant to its profession. This translates to approximately
6.5% more profit per animal product, so while it doesn’t make too much of a difference, it’s still something to consider, especially
if you have only one kind of farm building. My recommendation is that you choose rancher
at level 5, and then either coopmaster or shepherd at level 10, depending on which
of your buildings you make more money from. But hold on, we can’t ignore
artisan’s huge 40% bonus, especially since most end-game farms
make a ton of money by making wine. There’s going to be one common theme when we consider all of the professions
that increase sell prices of items. Professions like artisan are only helpful when you
actually sell your items, but not any other time. What you should do is save all of your artisan
goods up, then when you want to sell them, pay 10,000 to change to the artisan
profession, sell your items, then switch back to the profession you
had before, after you’ve sold the items. This will cost you 20,000 in
total, but as long as the bonus 40% profit that you're getting from selling the
wines is more than 20,000, then it’s worth it! So, to reiterate, have either the
coopmaster or shepherd profession normally, then switch to artisan when you want
to sell your saved-up artisan goods.
The miner gives you +1 ore per vein, and you can
later pick Blacksmith to make metal bars worth 50% more, or Prospector, which
doubles your chance to find coal. You could instead choose geologist for a 50%
chance that gems or geodes appear in pairs, then pick either Excavator to double
your chance of finding geodes, or Gemologist to make all gems worth 30% more.
Every time I’ve played this game,
I’ve always gone with geologist, since gems were relatively expensive, and
I liked being able to increase my profit. But the later you get into this game, the
more valuable your time becomes. An extra 750 gold from a second diamond
is almost nothing to me now, but having to spend days in the mines to get
enough iron for a bunch of kegs is a big deal. The same is true of geodes, I used to
like having the extra cash from them, but nowadays I just find it annoying to
have to spend time to go crack them open.
I suggest choosing miner at level
5, then prospector at level 10. Gems and geodes are only good for
low-level money making and for gifts, but copper, iron, gold, iridium, and
coal are helpful for years of gameplay. It takes a lot of material gathering to get the
kegs, preserves jars, and casks that you’ll want in the end-game, and these are some very
helpful perks to save you a lot of time. Again, if you’re selling any of your metal bars
or gems, then you should save them up for a while, and then switch to the appropriate
profession, and then switch back.
Hey if this video is helpful you guys should
consider subscribing or joining me on twitch Thanks Forester gives you 25% more
wood when you chop down a tree. You can then pick Lumberjack
to start receiving hardwood when you cut down regular trees, or
Tapper to make 25% more on syrups. If you instead choose gatherer, you’ll have a 20% chance of getting a double-harvest
when you forage an item. At level 10 you can then pick between Botanist,
which makes all foraged items iridium quality, or tracker which reveals the
location of forageable items. Immediately I’m going to rule out
tapper and tracker as good options. In my experience, you don’t tap trees for
money-making purposes, but rather to get the maple syrup, oak resin, or pine tar that
you need for things like beehouses or kegs. Tracker does have one good use
though, but it’s a bit niche. As explained by MrPenguinPanda, panning is the
way to go when trying to get the lucky ring, and the tracker profession will alert
you to the locations of panning spots. Outside of this though, it
doesn’t provide much value.
Gatherer doesn’t just work on the occasional
spice berry that you find in the wild, it works on salmonberries and blackberries,
the forageables that you find in the mines, and even the seasonal seeds
you can plant on the farm. As a note, this doesn’t work on grapes
that you grow on grape starters, only the ones that you get
from the summer seeds pack. Some people have even made a decent chunk of
change by using the botanist profession during berry seasons coupled with the bear’s knowledge,
but I think there’s a better route to take. I would again classify wood
as one of the materials that it can’t hurt to have too much of, and choosing lumberjack means that
you won’t have to make a trip to the secret woods every time you need hardwood. In my opinion, using lumberjack
is the best profession to have 95% of the time, with one exception. During the winter, there’s only one way that you
can use the space on your farm to grow crops, and that’s with the seasonal winter seeds. If you mass-produce these seeds and replant
them to make profit during the winter, then during your last harvest it could be
profitable to switch to gatherer / botanist. This is a very specific situation,
but I did want to mention it. Fisher makes all fish worth 25% more. You can then up that to 50%
with the angler profession, or pick Pirate and double your
chances of finding treasure. If you go with trapper, crab pots will only
require 2 copper bars and 25 wood to make, instead of 3 iron bars and 40 wood. Then you can choose Mariner to make your
crab pots stop producing junk items, or Luremaster makes it so that
your crab pots don’t require bait. If you decide to go the trapper route, mariner
is almost certainly better than luremaster. Bait only costs 5 gold, it takes a negligible
amount of time to put into the crab pot, and you’ll get much better items by avoiding junk. At the same time, I don’t know many
late-game players that feel like even bothering with the crab pot, so I think
that Fisher should be your level 5 pick. Early-game, fishing is a great money maker,
and having that 25% additional cash can be nice. Once you get to level 10 fishing, and
you’re a bit further into the game, you’ll probably benefit more from
having the extra treasure chests. Still though, the later you get into the
game, the less relevant fishing becomes from a money-making perspective, so I think
this one is largely up to personal preference. With fighter, all of your attacks will all
deal 10% more damage, and you get +15 health. Brute further increases your damage another 15%,
or defender gives you an additional 25 health. If you choose scout at level 5, your
critical strike chance will increase by 50%. From there you can pick acrobat to halve
the speed of your special attack cooldowns, or desperado to pack even more of
a punch with your critical hits. I think that combat is pretty
cut-and-dry; go with fighter and brute. In this game, you’ll only ever
take a maximum hit of around 40, and without defender your max health is 155. You’re better off taking the damage bonus
from brute and killing the enemies faster, effectively avoiding damage anyway. The fighter / brute combo is
better for almost every fighter, regardless of your style or weapon
of choice, with one exception. If you’ve made a critical hit build by taking
every critical hit chance / critical hit damage upgrade that you can get your hands on, then
choosing scout and desperado is best for you. Desperado will take the final damage
of your critical hit and double it, and most monsters won’t even survive one hit. Remember, this is only worth it if
you’ve used rings, forge upgrades, and the proper weapon to make your critical
strike chance high enough to be meaningful. But for the majority of players, fighter
and brute will get you where you need to go. That’s all I’ve got for you guys though, if it was helpful consider subscribing or
joining me over at twitch.tv/UnsurpassableZ. I’ll see you guys in the next video. Peace.