Mastery

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
 	 	 	 	
Level 6	Level 7	Level 8	Level 9	Level 10
 	 	 	 	
===Skills===
Tier I 	Stay Hydrated 	Quality Crop 	Double Crop
Tier I 	Chance for watered soil to stay watered the following day.	Chance to harvest better-quality crops. 	Chance to harvest double crops.
Tier I 	25% chance 	10% chance for better quality 	5% chance
Tier II	Crop Express 	Crop Price 	Replant
Tier II	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).
Tier II	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
Tier I 	Chance for animal feed to stay filled the next day.	Chance to harvest better-quality animal products. 	Chance to harvest double animal products.
Tier I 	25% chance 	10% chance for better quality 	5% chance
Tier II	Fast Friends 	Product Price 	Product Size
Tier II	Lowers the time to befriend animals. 	Increases the selling price of all animal products.	Chance to increase the size of animal products.
Tier II	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
Tier I 	Increases sprinting speed. 	Chance to forage better-quality items. 	Chance to forage double items.
Tier I 	15% increase 	10% chance for better quality 	5% chance
Tier II	Exceptional Cutter 	Forage Price 	Hasten Nature
Tier II	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.
Tier II	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
 	 	 	 	
Level 6	Level 7	Level 8	Level 9	Level 10
 	 	- 	 	-
===Skills===
Tier I 	Double Ore 	Rock Domino 	Geode Finder
Tier I 	Chance to mine double ores. 	Chance to break surrounding rocks when mining.	Increases the chances of finding geodes.
Tier I 	20% chance 	10% chance 	100% increase
Tier II	Rare Rocks 	Gem Price 	Double Gems
Tier II	Chance for regular rocks to drop rare resources.	Increases the selling price of all gems 	Chance to find double gems
Tier II	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
 	 	 	 	
Level 6	Level 7	Level 8	Level 9	Level 10
 	 	- 	 	-
===Skills===
Tier I 	Double Kelp 	Rare Trash 	Treasure Finder
Tier I 	Chance to harvest double kelp. 	Chance for trash to drop rare resources. 	Increases the chances of finding artifacts.
Tier I 	20% chance 	2% chance 	100% increase
Tier II	Double Artifacts 	Ocean Loot 	Artifact Price
Tier II	Chance to receive double artifacts from artifact troves.	Increases the selling price of all artifacts.	Chance to forage double items.
Tier II	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
Tier I 	Lowers awareness of insects and ocean critters.	Chance to catch better-quality insects and ocean critters. 	Chance to catch double insects and ocean critters.
Tier I 	10% less aware 	5% chance for better quality 	5% chance
Tier II	Balanced Body 	Catch Price 	Scent Duration
Tier II	Increases movement speed while holding a net. 	Increases the selling price of all insects and ocean critters.	Scent lasts longer when catching.
Tier II	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
Tier I 	Increases the crafting amount of bait.	Chance to catch better-quality fish. 	Chance to catch double fish.
Tier I 	50% more bait 	10% chance for better quality 	5% chance
Tier II	Strong Arms 	Fish Price 	Lucky Angler
Tier II	Lowers fish resistance while fishing. 	Increases the selling price of all fish	Chance for an instant pull while fishing
Tier II	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
Tier I 	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
Tier I 	20% more damage 	5% increase 	5% chance
Tier II	Combat Medic 	Monster Loot Price 	Trap Master
Tier II	Recover a portion of lost health when attacking an enemy.	Increases the selling price of all monster loot. 	Traps last longer.
Tier II	30% HP recovered 	50% price increase 	30% longer