Farming Talents
Resurgence: Watering can automatically partially refills every 90 minutes.
Refreshing Waters: Watering can is refilled every morning upon waking.
Good Soaking: Soil is automatically watered the day after rain.
Nourishing Rain: For each rainy day, growth time for outdoor crops is reduced by 1 day.
Wild Growth: Chance for animals to produce both deluxe and normal items.
Overcrowding: Coops & barns can house more animals. Vanilla coops and barns will increase in size to house more animals by %20.
Bio-Engineering: Large animal produce will result in doubled artisan goods.
Pastoralism: Quality animal produce will result in quality artisan goods.
Breed Like Rabbits: Rabbits are able to reproduce.
Brimming With Life: Double chance for animal pregnancy. In vanilla, the base chance is "currentAnimalAmount x 0.0055" every night, the talent changes it to "currentAnimalAmount x 0.011".
Cycle Of Life: 50% chance to receive back a seed of a harvested non-regrowable crop.
Efflorescence: Reduces time flowers take to grow.
Harmonious Blooming: Receive additional honey depending on the number of flowers around a bee house (honey type from a random flower)
Abundance: Chance for honey to increase in quality for each day not harvested.
Fairy's Kiss: Every full-grown fairy rose increases the chance for crop fairy to appear.
Fae Blessings: The crop fairy will instantly grow a giant crop if it's possible for one to grow.
Fine Grind: Milled rice/flour/sugar matches the ingredient quality.
Drift Fencing: Crafting fences produces double items.
Storm Surge: Lightning rods protect more crops and fruit trees even when producing.
Cold Press: Oil makers produce additional types of oils. You can use various vegetables, fruits and forage to produce additional oils. These oils can be used in any cooking recipe that require vanilla oils as well.
Upcycling: Higher-tier sprinklers require lower ones as materials.
Fertigation: Both pressure nozzles and enrichers can be added to sprinklers. Upon purchasing the talent, you will get a new crafting recipe for an item named "Fertigator" which requires one Pressure Nozzle and one Enricher. When you place it to the sprinkler, you will get effects of both.
Trickster: Crows wont eat full-grown crops anymore.
Tropical Bliss: Summer & multi-season crops grow faster on Ginger Island.
Harvest Season: Junimos harvest faster. They will be twice as fast.


Mining Talents
Down In the Depths: If no ladder has spawned, guaranteed chance of finding one after breaking 8 stones.
Shadow Buddies: If befriended, Krobus will gift you 1-3 geodes via mail each week.
Dwarven Buddies: If befriended, the Dwarf will gift you 1-3 metal bars via mail each week.

Essence Infusion:
Each day, Sign of the Vessels will produce Solar Essence and Wicked Statues will produce Void Essence.
Note: All existing Sign of The Vessels and Wicked Statues should be picked up and put down again for the talent to take function properly. This is due to how vanilla machine logic works.

Elder Scrolls: If the Dwarvish Translation Guide has been obtained, dwarf scrolls can be read for mining experience.
Speed of Darkness: Receive a speed boost after 12 AM.
Ancestral Weaponry: If Ginger Island has been unlocked, the Dwarf sells dwarven weaponry.
Shared Focus: Time is slower in any mines.
Museum Piece: Double chance of receiving undonated artifacts or minerals from geodes & artifact troves.
Explosive Personality: Rocks destroyed by bombs have increased chance to drop additional geodes.
Synthesis: Crystalariums can copy geodes.
Upheaval: Low chance for all stones on a mine floor to be replaced by geode nodes.
Matryoshka: Chance for geodes to contain another geode.
X-ray: View what item the next geode contains. Geodes worth more.
Geometry: Crystalariums work faster.
Dazzle: Chance for crystalariums to improve item quality by one tier. This affects minerals, and geodes if you have Synthesis talent.
Straight Run: Robin sells staircases for 2000g each.
Detonation Dampener: Bombs won't destroy forage, machinery, or artifact spots.
Volatility: Chance for ore nodes to drop higher tier ore as well. There's a %50 chance for a copper node to additionally drop iron ore, an iron node to drop gold, etc.
Alchemic Reversal: Higher tier metal bars can be converted into lower ones. The talent will add two crafting recipes, similar to the Transmute bars added by Mining skill. You will be able to have 5 gold bars for 2 iridium bars and 5 iron bars for 2 gold bars.
Room and Pillar: All ore nodes can spawn in the quarry mine.

Fallout:
Radioactive ore nodes spawn in the non-dangerous mines and Skull Cavern.
The spawn chance is "0.0001 * mineLevel" per node.

Everyone's Best Friend:
Diamond, tigerseye, opal, fire opal, jasper, and star shards will become universal loved gifts.
Note: This talent only makes these gems into universal loves. Due to how gift taste logic works, if a character's own gift data lists any of these as loved/hated/disliked/neutral/liked, their own gift data will take priority over universals (Such as Haley hating prismatic shards despite prismatic shards being universal loves). This is not a bug with VPP. It's a vanilla feature.

Crystal Cavern: Low chance for all stones on a mine floor to be replaced by gem nodes.
Over the Rainbow: Add prismatic shard crafting recipe. The recipe will require one of every gem.


Foraging Talents
Nature Secrets: Chance for chopped tree stumps to drop forage items.
Note: If you're using CJB Cheat Menu's One-Hit-Break on trees, the talent may not work if you cut both the stump and the tree body too quickly. This is due to how the tree falling logic works.

Primrose Path: Flowers give more friendship when gifted by %25.
Berry-mania: Berry seasons last for one week.
Diamond of the Kitchen: Truffles spawn in forests.
Local Knowledge: Forage is reset every day.
Sea Change: Once per week, beach forage is doubled.
Starfall: Chance for star shards to spawn as forage in the evening for 1-7 days.
Note: Airyn's Star Fragments may spawn with this talent too!

Desert Bloom: Chance for flowers to spawn in Calico Desert on rainy days in Pelican Town.
Bountiful Boletes: High chance for mushrooms to spawn after rainy days.
Renewing Mist: Double forage spawns on the first sunny day after rain.
Reforestation: Hand-planted wild tree seeds produce double harvest.
Sap Sipper: Sap is edible and recovers health.
Spring Thaw: Large tapper produce can be harvested from tappers.
Accumulation: Chance for tapper products to increase\nin quality if left uncollected overnight.
Exotic Tapping: Palm trees can be tapped for Oil. Mahogany trees can be tapped for Sugar.
Grove Tending: Double effects of Tree Fertilizer.
Surge Protection: Wild trees become coal trees when struck by lightning.
Welcome to the Jungle: Coconuts can be planted to grow a palm tree. Golden coconuts can drop anywhere.
Clear as Mud: High chance to find clay when tilling.
Sleep Under the Stars: No penalty for falling asleep at 2AM if at the beach, mountain, or forest.
Camp Spirit: Food made with a Cookout Kit restores more energy and health than food made in a kitchen.

Survival Cooking:
Adds unique recipes to Cookout Kits. There will be new 10 cooking recipes that will be only available from Cookout Kits. So you wont be able to cook them in regular kitchens. Most of VPP-spesific ones use forage as ingredients because they're supposed to heal the player a middle amount while they're out in the wild.

Note: Cooking with this talent activated will result in Qi Seasoning not being consumed and the cooked foods will be gold quality automatically. This is intended because when two independent items stacks are combined into one, the other loses all of its custom price, edibility and modData entries (which is something mods often use to add extra data to anything in the game), and so much other data. The gold quality intends to prevent the stacking so prevent the data loss.

Pyrolysis: Charcoal Kilns will be more efficient.
Static Charge: Lightning Rods can accumulate two charges at once. Solar Panels take 2 less days to produce a battery.
Eye Spy: Increased chance of finding Living Hats and similar items.

Fishing Talents
Fishery Grant: Fish ponds are cheaper to build.
In the Weeds: Seaweed and Green Algae can be added to fish ponds. Seaweed may only produce more seaweed and Clay, Green Algae may only produce Green Algae and White Algae, with all of them having %50 chance.
Roe-mance: Roe, Aged Roe, and Caviar worth more.
Legendary Variety: Allows legendary fish to give produce other than roe as well.
Spawning Season: Chance for roe yield in fish ponds is increased. If there's no output for the day or if it's not roe, there's a %50 chance the next might be roe.
Ex-squid-site: Chance for roe to increase in quality if left uncollected overnight. Roe quality will apply to Aged Roe, Caviar, and Squid Ink. The chance for this is %24.

Double Hook:
Worm bins will produce twice in a day. This applies only to the regular worm bins.
Clickbait: Worm Bin has a 50% chance of producing Wild Bait instead of normal Bait.
Can It: Recycling machines produce an increased variety of items.
Smokehouse: Fish can be smoked multiple times to increase quality. So if you have a fish with lowest quality, Then you can smoke it once to turn it into a smoked fish with lowest quality, If you smoke it again, you will get a silver quality one. If you smoke it again, it'll be gold quality and so on.
Fit for a Czar: Aged Roe can be aged in a cask to increase quality. This also affects Caviar as well.

Take It Slow:
Fishing casting bar will move more slowly if you have the Snail Tackle equipped.
After you purchase the talent, a new crafting recipe will be available which is named Snail Tackle. It will require one Snail and one iron bar. After equipped to the rod, it'll slow the casting bar.
A-fish-ionado: Receive a random tackle via mail every week. The mail will give you a tackle and a random IRL fun fact
about a vanilla fish.

It Was This Big:
If catching a new size record for a fish, quality will increase.
Dead Man's Chest: Chance for crab pots to produce artifact troves. If your crab pots are empty, there's a %10 chance your crab pot will have an artifact trove.
Diversification: Wild Bait now doubles Crab Pot produce. (This doesn't apply to Dead Man's Chest, obviously)
Fish Trap: Crab pots will sometimes catch regular fish. If your crab pots are empty or they have trash, there's a %25 chance your crab pot will have a non-crab-pot fish.
Bait and Switch: Chance for crab pot fish to increase in quality if left uncollected overnight.
Crab Rave: Increased chance to find crabs, crayfish and lobsters if wearing a Crabshell Ring.
Fish's Wishes: Allows using Magic Bait on crab pots. If you have Luremaster, basic Bait acts like Magic Bait.
Here Fishy Fishy: Failing to catch any fish 3 times in a row greatly increases the bobber bar height for the next fish. If you fail more than 3 times, the bobber bar height will also keep increasing in size until you catch at least one fish.
Vast Domain: Legendary fish can be caught in an increased location range.
One Fish, Two Fish: Challenge Bait can be used to catch four fish at once.
Take a Break: Fish do not run away when reeling in a treasure chest. The "progress bar" just stops until you're complete collecting the chest or stop reeling it.
Bubble Trouble: Bubbles will always be within 4 tiles of land. In other words, bubbles wont be further than 4 tiles away from the land.


Combat Talents
Slimeshot: Slime can be used as slingshot ammo. If slime hits a monster, it will be slowed down. But the effect will be applied only once. The speed debuff will not affect slimes and big slimes.
Triple Shot: Gives slingshots a special attack that shoots three projectiles at once.

Note: The talent automatically disables itself if the slingshot has the Auto-Fire enchantment from the Enchanting talent, for the sake of balance.
Note #2: It's intended that you can "slide" around while casting the triple shot. It's supposed to make using slingshots slightly easier and be a lil funny bit.
Note #3: As of 1.0.7, you can use this together with Magic Quivers if you also have Hidden Benefits to triple shoot arrows. Also like melee weapon special attacks (dagger, sword, club), this also has a cooldown. If the cooldown isn't over yet, your farmer will do an "X" emote.

Bullseye: Slingshots can do critical damage. In vanilla, slingshots are blocked from dealing critical damage.
Dazzling Strike: Gems can be used as slingshot ammo. High chance for gem ammo to not be destroyed.
Enchanting: Slingshots have custom enchantments called:
Auto-Fire,
Rapid (projectiles will be twice as fast),
Bat Killer (more damage to bats),
Thrifty (there's a chance to not use ammo).

Accessorise:
Trinkets can be converted into rings. A new big craftable recipe is added into your crafting recipes, which is named "Trinket Workbench" and is craftable for 50 hardwood & 3 iron bars.

Note: Said rings spawned from CJB or SMAPI console will not be functional because both of those wont do some necessary changes VPP does.
Note #2: Trinket rings can't be combined since version 1.0.3.

Consolidation: Rings of the same type can be forged together. There is a couple exceptions to this. Combined Rings still can't be combined again. 
Hidden Benefits: All vanilla trinkets will get a second purpose. There are 8 trinkets in vanilla, and one extra purpose for each and hints for those are added throught the vanilla locations.

Rending Strike:
4 consecutive strikes against a monster will reduce damage dealt by that monster.
Debiliating Stab: Damaging monsters with a dagger will reduce their speed.
Severing Swipe: Damaging monsters with a sword will reduce their attack.
Concussive Impact: Damaging monsters with a club will make them take additional damage for 3 seconds following the hit.
Aftershock: Club attacks hit a second time. The second strike deals reduced damage.
Champion: Grants +2 Defense for 6 seconds after striking an enemy with a sword.
Flurry: Consecutive dagger strikes against the same target deal half additional damage, stacking up to 5 times.
Ferocity: Critical hits add a short 10% crit damage buff. The buff lasts 10 seconds.
Starburst: Adds a melee weapon enchantment named Starburst which throws projectiles when swung.

Grit:
Increases damage immunity period after taking damage. Increases the damage invulneravility period by %20.
Sidestep: Chance to dodge enemy attacks. Every time a monster hits you, there's a %10 chance that you wont be damaged and the talent will give you a temporary invulnerability. The farmer will flash, but its to show the invulnerability. If you have slime charmer ring, the talent wont be effectful against slimes.
Slippery: Changes the Slimy debuff into a +1 Speed buff.
Fortified: For every monster in the current location, gain +1 Defense to a limit of +8. (aka capped at 8, so if there is 15 monsters there, the buff will still be +8.)
Full Knowledge: Gives full exp for monsters killed on the farm. In vanilla, slain farm monsters give you only 1/3 of the original XP (since 1.6). This talent restores it to full.
Monster Specialist: Choose one of four pre-defined group of monsters and deal additional damage to them. When you choose this talent in talent menu, you will get another menu with four more choices, the options and which monsters they affect are listed below.
Sugar Rush: Foods cooked with sugar will remove the Nauseated debuff. If you have Survival Cooking, its recipes will remove Nauseated as well. For Vanilla, VPP will only cover anything that contains sugar in their recipe.
Meditation: Passive health regeneration while standing still. Every 10 in-game minutes, you will gain 15 points of health.

Daily Life Talents
Lost And Found: Reading lost books after they've been found gives you daily buffs, reading another book while one will override the previous book buff and the buffs will be removed next day. The full buff list is on the GitHub docs since there are too many to list.
Bookclub Bargain: Reduces the bookseller's prices.
Cycle of Knowledge: Extra books can be recycled.

Narrow Escape: Reduces the amount of gold lost on death. In any case you die or pass out, you'll only lose 1000g at most.
Trashed Treasure: More valuable items can be found in trash cans.
Butterfly Effect: On bad luck days, a void butterfly spawns in distant locations (sewers, swamp, secret woods, etc) and gives a +10 luck buff when found.

Admiration: Halves the friendship decay due to not interacting with characters, doesn't affect things like disliked gifts or negative event choices. There's nothing you should do for compatibiliy with this talent.
Insider Info: Becoming friends with certain characters will increase selling prices for various items. The full character list is in GitHub docs since there are too many to list.
Gift of Friendship: The villagers will start giving you gifts after you're close enough to them to show their gratitude. The full gift list is in GitHub docs since there are too many to list.

Mate's Rates:
Friendship with shopkeepers reduces prices. Affects all shops except Desert Festival shops and will be triggered only when you have 6 hearts with the shopkeeper. Prices will be reduced by %20.
Monumental Discount: Obelisks are cheaper to purchase. All vanilla obelisks are re-priced as 100,000g.
Craft Supplies: New craftables gained by skill level-up are sold at shops after being unlocked. There's nothing you should do for compatibiliy with this talent.

Haute Cuisine:
Increases sell prices of cooked food. Doubles the sell price of cooking category objects, there's nothing you need to do add compatibility with this talent.

Note: Cooking with this talent activated will result in Qi Seasoning not being consumed and the cooked foods will be silver quality automatically. This is intended because when two independent items stacks are combined into one, the other loses all of its custom price, edibility and modData entries (which is something mods often use to add extra data to anything in the game), and so much other data. The silver quality intends to prevent the stacking so prevent the data loss.

Mini Fridge, Big Space: Increase storage space for mini-fridges. Makes it so that mini-fridges will act like big chests.
Good Eats: Allows for multiple food and drink buffs simultaneously.

Gift of the Talented: Gives you a stardrop. This stardrop doesn't count towards perfection.

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KeDili

4 comments

  1. CountessSage
    CountessSage
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    Question about the Resurgence talent: Is it 90 in game minutes or real time? I can't get it to trigger. If this just turns out to be a bug, then I'll follow the guidelines you've posted.
  2. Twelvewishes
    Twelvewishes
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    I have a question about the Talent Shared Focus: by how much does it slow down time? Is time speed set to a specific value or multiplied with the current time speed?
    1. KeDili
      KeDili
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      • 81 kudos
      If I recall correctly, it's 10 in game mins = 12 irl seconds, while 10 in game mins = 7 irl seconds in vanilla.
  3. BiBicycle
    BiBicycle
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    I am having such a great time with this mod, and because of this I want to start detailing some balance thoughts I've had while playing with it as a focal point of my play through.


    some notes before this: I am playing with a decent amount of mods going on in game, this and walk of life are the only "skill" mods I am playing with. i dont have any luck skill or things that should be affecting luck based spawns too much. Additionally I am playing with "Longevity" which is a taxes mod that scales and encourages crop diversity via reimbursements. I also am playing with some weather mods which can harm or help crop growth. (weather wonders, and project dangerous weather).


    Most glaring balance thing so far has been: Crystal Cavern needs SOMETHING to balance it out because i just found one on floor 26 which contained 7 mystic stones and like 8 diamonds, and that's frankly insane. It feels like the solution is to balance it the same way as upheaval ie: the gem nodes are dependent on the floor in the mine (and likely should include floor forageables like quartz or crystal tears etc.)

    Additionally i think Crystal Cavern and Upheaval both need to twice as rare as they currently are, both are SO powerful (and incredibly fun) however they are common enough that ive seen both at least once before the end of year 1 (after getting the traits midway through the summer)

    Now on some of the other skills:
    Fairies Kiss needs to have the chance of crop fairy per fairy rose also cut in half I'd suspect.
    Fae's blessing should instead of guarantee giant crops just double the vanilla chance.

    this is just because there are enough ways to speed up crop production crazy fast already and spamming fairy roses is already good for beehives and obscene amounts of giant crops (with a little bit of planning) as well as more fairy's scaling per rose feels very cheaty.


    unrelated to the specific skills numbers and effects: I think think that the current way the skills progress in access compounds so fast it really messes with the games balancing. This is mainly because I found the most impactful skills too easy to access in early game which in turn helps me scale the larger actual skills faster. So, level up fishing to spend those points on mining skills which give me more mining xp that can then be put towards farming skills that give me huge chunks of farming xp that can be put towards foraging etc. This results in me (a decent player but not someone who is insanely good) feeling like the games level scaling is power scaling like crazy.

    Potential fixes outside of just making each skill cost more skill points might be gating skill tree upgrades behind levels in the respective skill: you need to be at least level two in order to purchase the second row of skills on the tree, 4 to access the next, 6 to the next etc.
    OR ALTERNATIVELY, baring certain skills behind item costs as well as skill points to make it more of a hunt, like unlocking fairies kiss requires 8 fairy roses meaning you wont have it scaled hugely until year 2. Or you need like- one of every crystal to unlock crystal cavern (kinda like the prismatic shard recipe as Crystal Cavern can REALLY get you a lot of prismatic shards EVEN if my modification is taken into account (Think about how nuts it would be when deep in the skull caverns on a crazy run). Or simpler things like taking 30 water retaining fertilizer to unlock Good Soaking, or 25 mega speed grow to unlock Nourishing Rain. (which are both GREAT, but not so busted that i feel them grating up against my gameplay all the time)

    Potentially any of these or some combination of all of these modifications might help with the balancing of the skill tree in general so that it lasts more into the mid and even late game! (i am definitely not bad at the game but I definitely am not the best and I have found the snowball effect of the skill trees to be really fun, but a bit out of control as is)

    these are the biggest thoughts I've had so far in my playthrough (ill definitely update this as time goes on)
    Also this is not to say this is "correct" these are just my thoughts, if you have a different vision for the higher level skills as really powerful i definitely respect that! (although i would be a proponent of a menu where the skills percentages can be modified in game.)

    I am a huge fan of this mod so far and am excited to keep playing with it, but I definitely believe there is some balancing to get done so it feels more like it could fit into a regular run and will allow the tree to remain relevant into the late game!