Remastered for 1.6! Adds unique, myth themed mechanics and content to the core game experience. New quests, locations, companions, lore and collectibles. Learn to cast wildgrowth, lightning, meteors, gravity wells, shapeshift into a dragon and more!
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Author notes
Everything in the .dll (the code) is available for review and repurposing from an open source repository on GitHub. All of the images and creative expressions in the form of images, and all of the text strings that can be considered unique to the narrative of the mod are original works by Neosinf, belong solely and completely to Neosinf, and are not to be used by anyone else, for any other purpose than as intended in the scope of this mod, under any circumstance.
File credits
The mod uses APIs developed by other mod authors, SMAPI and GMCM specifically.
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Fixed geode cracking inventory bug (contents of cracked geodes were placed in the herbalism inventory by mistake)
Alignment buff will allow Axe strikes to crit (for instant tree felling, outside maps only), Vigor does the same for Pickaxe strikes (underground maps only) and Celerity will allow Watering Cans to crit
Instead of Hoe strikes critting with a buff, when Weald:Cultivate is used with a Hoe it will hoe up all tiles in a 4-tile radius
Miscellaneous minor bug fixes
Version 3.7.3
Developed a custom buff display for herbalism buff, when hovered in the HUD will display a larger tooltip with accurate timers and more information about each buff applied
Added an intermediary zone between the farm and the grove, with two exits, one for the grove and the other for the mushroom/bat cave. Moved the quest that introduces the Effigy and starts the Druid storyline to the new zone
Updated the Grove and Gate maps with new assets, removed the treeline borders and added custom grass and trees instead. Updated some quests with new positioning and some dialogue revisions. The herbalism bench is now a side-turned menhir, and the crow hammer feature is available at a new location just beside it
Improved useability of the custom journal menus for controllers, especially the reliquary and apothecary gallery menus, the left thumbstick on controllers should now freely move the cursor
Added 'say nothing' as an option for all dialogue choices
Version 3.7.2
Updated custom trees and ground tilesheet with new colours and seasonal variants
Updated the Forgotten Orchard (Now Forsaken Orchard, as it isn't technically forgotten) and the Elder Graves with the new tree and ground assets. Improved the Orchard and Graves tilesheets
Added a new lore-giving monolith to the orchard, which will provide some foreshadowing and context, as well as provide a point to redeem the restoration relic when the orchard is fully restored
Version 3.7.1
Added universality to Stars:Gravity Well and Fates:Enchant. Both effects should target all valid machines including those added by content patcher.
Added Holly as a custom tree to the mod.
Fixed a bug caused by Effigy failing to use Mists:Artifice and subsequently locking out a scarecrow while in work mode and the player is absent from the farm map
Version 3.7.0
Miscellaneous fixes, including Graveyard sprite render error.
Added two new tree varieties to the Moors map, a more generic 'dark oak' and a hawthorn. Still work in progress to produce bloom, fall and other seasonal versions of these trees.
Version 3.6.9
Miscellaneous bug fixes and updates to Magnolia tree
Mists: Artifice effect radius is now based on Druid Power Level x 2, and will water crops up to radius 10
Serpents no longer spawn for Gravity Well catches in easy or cali difficulty
Version 3.6.8
Fixed Stars: Whirlpool fishing error
Updated Magnolia logic, with some miscellaneous updates to the spritework. Magnolia trees will sway in the breeze.
Version 3.6.7
Updated Mists:Wisps with new animations and behaviour. Added a new spell effect 'Winds of Fate' which can be produced by channelling Fates outside of farm maps. Winds will periodically damage and apply curses to enemies (which will assist with warpstrike activations). Some bosses have their own version of this spell effect.
Continued updates and enhancements to Serpents, Moors and other recent additions. (Lowered frequency of Guardian Serpent spawns)
Version 3.6.6
Miscellaneous bug fixes
Updated Laser, Lightning animations (Jester and Blackfeather specials)
Added Druid version of Serpents to the mod, in four separate colour schemes. Serpents have a chance to appear when Weald:Glimmer is used near water. Serpents may also appear to protect a bounty of high quality fish caught by Stars:Gravity Well or to steal dragon treasure recovered from diving.
Version 3.6.5
Updates to visual quality for hover enemies (Bats, Spectres)
Fix for dragonomicon menu error
Version 3.6.4
Hotfix for Effigy save/reinstatement error
Version 3.6.3
Updated Mists:Smite with an overpowered Wrath ability that produces bolts at a very high frequency (while also draining stamina rapidly). Triggered by channelling Mists:Wisps and then channelling Mists again while Wisps are present. .
Updated render systems for character weapons/swipes, bears, wolves, missiles, bolts, and various other spell effect animations, for clarity and consistency. Please report any jankiness on the Stardew Druid server.
Fixed rain loop bug for companions in work mode on the farm and furniture error item for effects that extract fish
Continued development of 'Gift of the Heiress" recruitment system. Added heroic versions of Wizard(Or Witch), Linus, Clint and Caroline to replace the normal doppleganger versions when they are recruited. Introduced 'come to work / time to go home' time thresholds, at 0900 and 1900. Heroic recruits will arrive and leave at 0800 and 2200. This does not affect spouses that are recruited (they'll appear from when player wakes until player sleeps)
Continued development of Gate/Temple and Moors location assets and layout
Version 3.6.2
Added two new quests that focus on Aldebaran's arc and take the player beyond the Gate of Crows. The Moors is a completely new environment with a distinct tilesheet for the whole map. More detail and content will be added to the map in time.
New herbalism roster for BOMBS. Bombs can now be thrown with the rite button, and when used this way, upgrades can be applied that are crafted in a secondary herbalism menu, each with a unique augmentation.
New relic obtained from the first quest of 'The Final Rite' chapter, the "Gift of the Heiress" follows the tradition of providing the player with a sword attuned to a new rite or school, except in this instance there is no new rite or inventorisable sword but a powerful new relic! The relic upgrades Mists effects on villagers. Villagers struck with mists can be recruited for adventures! Recruits can be managed from a new 'Ledger' menu. Further development of this feature is planned.
New herbalism ingredient: Voil, to be used in bomb augment crafting, and at the scholar bench in the chapel.
Miscellaneous bug fixes and improvements. Added logic to disable frog trinkets during boss fights.
Version 3.6.1
Updated mod to SMAPI 4.1.6
Altered the way work tasks are recorded for companions
Added an additional Cultivate configuration setting (4) for players that want high quality and speed
Version 3.6.0
Updated mod to 1.6.10. Only three aspects of the mod were affected by the update, the lighting produced by spell effects, the quest checks for fish items gathered by Dive, Whirlpool etc, and the behaviour of trinkets and enchantments when a monster is slain. If any of these aspects seem off please notify as a bug report.
Slightly nerfed the health gain from base level Ligna and Celeri.
Version 3.5.9
Hotfix for potion consumption bug introduced in the last multiplayer update
Version 3.5.8
Updated multiplayer save facility to include the potion levels, potion configurations and attunement choices for farmhands. This data is synced between the host and farmhand every second if there has been a change
Miscellaneous bug fixes for minor dialogue and visual gaffes
Fixed Weald channelling issues caused by swapping Lesson 3: Wild Growth with Lesson 4: Cultivate
Version 3.5.7
Miscellaneous bug fixes
Version 3.5.6
Miscellaneous bug fixes for things reported on the discord server
Added functional logic for farmhands to use Rite of Bones: Familiars
Added a new effect to Fates: Enchant, the ability to update the growth phase of crops by one (most crops have 3-4 phases of growth as per their sprites). This ability is optimally used on very expensive, long growth-phase crops like melons, pumpkins and starfruit as each crop enchantment consumes one faeth. The effect will attempt to convert viable 3x3 plotted crops in front of the player into a giant crop. Aldebaran will now use this effect (1/4 chance) when passing scarecrows, and his version does not require faeth.
Added some indicators of Druid Level and Damage Level to the Grimoire. The stats will always be displayed on the right side of the first entry in the list regardless of page.
Version 3.5.5
Hotfix that reverses change of 3.5.4 for farm-grove-cave warps and implements a better method for configuring the warps
Version 3.5.4
Miscellaneous bugfixes for farm-cave-grove warps and broken corvid behaviour during Buffin's quest
Version 3.5.3
Contains corresponding assets and compatibility for the optional 'Witchy Jester' mod
Version 3.5.2
Small hotfix for multiplayer bug
Version 3.5.1
Added a runestone that's dropped by a friendly owl, as a critter spawn when casting Weald in the forest, if Alchemistry is installed. The runestone acts like a warp relic and clicking it will take you in and out of Mage's Rest.
Fixed bugged dragonomicon menu and added translation-friendly hover captions to the various schemes within that menu
Slightly adjusted the yield rate for crops like blueberries and cranberries when harvested with blackhole, and reduced the maximum quantity of the yield for harder modes
Added rite button input suppression for gamepads (when pressed the button bound to rite will not register input with the base game)
Version 3.5.0
Fixed Blackfeather missing bug
Added compatibility for the Quicksave mod. Reloading a quicksave will reset the Stardew Druid mod for that day (events will abort, companions may return home, once per day effects will reset) but at least there won't be any crashes.
Version 3.4.9
Hotfix for quickwarp bug (In certain situations would attempt to warp players to locations that haven't been unlocked)
Version 3.4.8
Miscellaneous updates to location sprites, with a large update to the Atoll map. Events that take place on the atoll have been repositioned to accomodate the changes. The seafarers event has enemies appearing out of the new shipwreck, which is also the source of cannon fire during the event.
Added a new keybind (P) for 'quickwarp'. Pressing this button will have the same effect as using the activation feature of a wayfinder/warp/access relic in the reliquary. The relic activated will depend on the player's current location. For instance, when pressed on the farm and grove, the Grandpa's Whetstone relic will be activated to warp between the farmhouse and the grove.
Version 3.4.7
Updated Chapel of the stars with new features, including an access stair that appears at the level 60 wall and goes up, and two interactive benches, one provides the chance to redeem cloth+ink for random books and recipes, and one provides access to an job-order menu to trade excess potions in (4-6 orders a day) for gold
Updated the Shrine Engine room with a new interactive bench which provides the chance to redeem wood + stone + some aether to produce a random farm machine (big craftable)
Updated the potion sprites to better distinguish different levels of potion
Version 3.4.6
Added two new tricks to Fates:Tricks and removed one. New tricks are 'Slimification' and 'Polymorphism'. Removed the vanilla-critter-spawn trick. Made the tricks less intrusive game-state wise by using animated villager sprite frames instead of the actual villager instance.
Lots of minor adjustments to spell effect animations for visual consistency and clarity. This includes the impact animations, projectiles and weapons. Added a range of projectile sprites to give more distinguished character to monster and companion abilities. This includes thrown knives, thrown axes, shurikens, warp balls, fire balls, slimeballs etc.
Corvid familiars can be patted and fed mixed seeds, wild seeds and bug meat. They will drop a random forageable in return.
Updated wolf, Carnivellion, Macarbi sprites
Dragon flight will cause a small shockwave when landing, which will stomp untilled soil (that is unfertilised and uncropped) on the farm, and knockdown and damage monsters
Nerfed overall mod damage (300->200) and adjusted boss and custom monster health. This adjustment is mainly to offset the power-creep that was caused as a result of adding the herbalism suite to the mod, as higher tier potions vastly improve the damage output of all rite effects
Version 3.4.5
Miscellaneous bug fixes focusing on stability and consistency
Removed 'Cast Hands' animation from the mod. This was a mainstay since the first version, where the mod would play a single frame of the farmer sprite with hands in the air. Unfortunately this just proved increasingly difficult to stabilise. It has been replaced with a mod rendered sparkle animation and sound effect.
Version 3.4.4
Reupload to fix formatting error
Version 3.4.3
Adjustments to dragonomicon menu, moved preset reset and save buttons, added hover tips, adjusting any slider will set the current selection to the custom preset
Added a new 'current objective' button to the quest menu, which will give players a hint on what to do next and show the summary of the last quest completed
Miscellaneous bug fixes. Weald should water all petbowls, only the first exit from the farmcave will be redirected to the Grove.
Added a new quest 'The Rite of Bones' which focuses on the resolution of a major plot point and the introduction of a new character. There have been various adjustments to associated lore, dialogue and sprites for continuity.
Added a warp option to the dialogue menu of the standing stones in the grove, enabling the player to warp to sacred spaces that have been unlocked in the playthrough
Version 3.4.2
Lots of bug fixes, including the bugs in the Buffin companion quest and with herbalism autoconsume
Companions will attempt to 'gift' back tools left in their inventories before saving to prevent bad tool serialisation errors
Added a new quest "The Last Guardian" that resolves a lot of the Jester / Revenant / Shadowtin storyline. Made adjustments to some sprites and logic for the quest.
Version 3.4.1
Reupload of 3.4.0 due to file corruption error. Sorry to everyone who was affected, I think the issue occurred when I asked Nexus to 'save' while the file was still uploading.
Version 3.4.0
Updated potion menu with behaviour toggles for each available potion. Added option to disable autobrew to the behaviour toggles.
Moved attunement options from Revenant, Jester, Shadowtin and Blackfeather to static NPCs. Added new entries in the grimoire for all rite effects that detail the source of each power and the locations for attunement. New attunement locations are: Altar in the Star Chapel, Large Cat monument in the Court of Fates and Chaos, Dragon Statue (new) in the Tomb of Tyrannus, and the Large Brazier in the Crow Temple/Gate
Updated fish-spots to have specific rosters for the secret fishing locations like level 100 mines, secret woods etc instead of a generalised roster
Updated Chronicle menu with a new format, and optimised it to contain all NPC / Location / Event information
Added a separate affinity level for children (6) for responses to rite effects. Dialogue for affinity 6 is simpler. Unrecognised NPCs will have random affinity for dialogue interactions so that it is less repetitive (affinity 3 was applied across the board).
Added an extra config option that separates terrain feature serialisation from furniture/object serialisation in the decorate grove feature
Version 3.3.9
Removed 'cast anywhere' option. This feature is mostly redundant now that many of the intrusive rite effects are activated through channelling. This means that all rites should be available on every map, even interiors.
Updated Druid's grove features with recolouring/retexturing and a visible 'rite circle' if Decorate Grove option is enabled in the config
Updated crowmother spritesheet to give her a dress and more of a witch look, introduced a witch alternative spritesheet for the wizard cameo as a compatibility feature for the Rasmodia mod
Added a new quest "What Remains of Chaos" that focuses on Buffin's quest to find the remains of her ancestor Carnevellion, one of the original envoys of the fates. As with all companion quests, there will be a surprise cameo and a dramatic boss fight
Version 3.3.8
Added restorable owl boxes to the forgotten Orchard, added owl spawns to Weald
Updated sprites for Corvids, Cats, Jester, Foxes, Buffin and added more colour varieties for all creatures
Version 3.3.7
Removed Frozen Tear and added Clay as ingredient for Celeri potion
Added Bear and Wolf characters as potential creature spawns when casting Rite of the Weald
Weald:Wild Growth can now be channelled in the mineshafts, will produce explodeable weeds
Version 3.3.6
Miscellaneous bug fixes. Reversed some of the monster strength changes.
Version 3.3.5
Custom monsters will contribute to adventure guild monster slaying goals that are more in line with their monster type. Tweaked monster difficulty a little.
Added a shield buff when Stars is charged. This is intended to provide 3 seconds of safety when channelling Gravity Well. Right-clicking while channelling will invoke the shield
Added a runic circle for some channelled effects, and it also replaces the circle shown during the Polluted Aquifer quest. Added a new channelling indicator for Fates: Enchant
Lots of miscellaneous balances and bug fixes (as the result of a thorough playthrough of the whole mod).
Version 3.3.4
Large update to Star Chapel
Added 'at rest' behaviour for Revenant and Buffin when game time passes 9pm
Updated Jester spritesheets, Shadowtin portrait
Version 3.3.3
Large update to Crow gate map, added some detail to Level 100 Lair map
Changed the way that the mod creates lists of potential spawns, this includes fish, trees, forageables, flowers and crops. Custom items that have been registered by content mods should show up when Weald:Wild Growth, Weald: Cultivate and Stars: Gravity Well (water) is channelled.
Retired 1.5.6 version 2.1.9 (Archived it on Nexus)
Version 3.3.2
Large update to Tomb of Tyrannus, added some static dialogue spots. Moved skull braziers to the Level 100 lair
Capped added dialogue for each rite effect to 4 max a day, to at least hopefully prevent the immersion breaking instance of the same dialogue being read twice in one day. Added more dialogue reactions for Jester rubs
Version 3.3.1
Updated Court of Fates and Chaos and the Tomb of Tyrannus with new sprites
Miscellaneous bugs and dialogue improvements
Version 3.3.0
Updated the large magnolia in the Druid grove and in the Forgotten Orchard. The Orchard specimen can be restored by channelling Weald 3x (once a day) and full restoration unlocks a relic in the alternative vault completion relic set, which can be redeemed with the Keeper in the old graves.
Gravity Well will pull up iridium fish when cast over water if fishing level is 9 or higher
Version 3.2.9
Fixed 'repeat instructions' bug
Fixed Shadowtin preserve making bug
Added new side quest for alternative bundle completion for the vault - restoring Lilies to the sacred spring, and flowers and candles to the Old Graves. Channel cultivate on these maps to begin the restoration process and earn a token of appreciation
Added compat for Visible Fish mod to disable trash sprawling on custom maps
Fixed disgusted dialogue popups for companions when scavenging through garbage bins
Fixed missing dialogue for herbalism bench and other static NPC locations for farmhands
Added a static NPC to the old graves - the Keeper of Memories - located in the right-hand chapel. The Keeper will direct the player to complete restoration quests and provide some lore dialogue related to the Elderfolk. The Old Graves map has been updated with new assets.
Version 3.2.8
Fixed iridium crop harvest from gravity well bug
Updated Atoll map with new assets and layout
Added an aether forge to the Shrine Engine room which will upgrade Pickaxes, Axes, Hoes and Cans for varying amounts of Aether (4 for stone->copper, 6 for copper->steel, 9, 12 etc)
Version 3.2.7
Companions will move to the grove for rest/downtime after 9pm with new idle sprites
Various bug fixes for Blackfeather quest
Potion replenishment is adjusted by difficulty level. Base Ligna replenishment slightly nerfed
Fixed 'jump into the abyss' bug for companion jump animations when roaming the farm
Version 3.2.6
Added 'decorate grove' optional config option to enable object/furniture placement in the grove
Updated Grove sprites and adjusted the layout a little. Added a sittable bench under the big tree.
Miscellaneous bug fixes for Blackfeather dialogue, animation and multiplayer sync issues
The Gate map is signposted with trail-tiles and unlocks at the start of the game rather than when the dusting challenge becomes available
Version 3.2.5
Hotfix for a couple of minor bugs with the Blackfeather quest update
Version 3.2.4
Fixed tree felling not giving exp when felled with rite effects. Fixed a few other minor bugs.
Added Blackfeather companion quest, which also serves as the weapon quest for Rite of Bones
Renamed Corvids as Familiars and segmented the task effects of the summoned crows into three lessons with mastery tiers
Version 3.2.3
Lots of miscellaneous fixes for multiplayer, some optimisations for companion behaviour (Effify will target scarecrows during worktime even when it's raining)
Updated Shrine Engine map with extra details, added an aether sample (once per day) and a warp home option
Updated Gravity Well with a stamina cost and now properly targets forageables (on the ground)
Version 3.2.2
Hotfix for already completed quests re-initiating
Version 3.2.1
Hotfix for a work logic bug. Companions will warp to the front of the farmhouse when sent to the farm.
Version 3.2.0
Updated Fates:Enchant logic to be fully 1.6 based, added Heavy Furnace and Fish Smoker. If your farm machines seem stuck after Fates:Enchant, they may be affected by obsolete logic from pre 1.6. You can reset the machine by dislodging it and then placing it back on the ground.
More companion animation updates and fixes. Updated targetting logic for companions roaming the farm.
Added Stardew Valley Expanded West Forest, Badlands, Grampleton and a few other locations to the rite map registry.
For farmhands, enabled warp home and geode cracking options for Lady monument, Revenant, Buffin and Herbalism Bench
Version 3.1.9
Minor update. Shifted skip quest button to opposing side of the quest page menu.
Updated Blackfeather attack animations.
Fixed a couple of multiplayer bugs and other bugs caused by the animation logic overhaul from 3.1.8.
Added tree, bush, fruittree extraction effects to Rite of Stars: Gravity Well. Now all outdoor maps have Meteor Rain disabled if a non-weapon tool is used to cast.
Version 3.1.8
Updated smite animation secondary stream effect to be smoother, with connecting 'joint' animations
Updated animation logic for all friendly custom NPCs. This will enable development of a lot more bespoke animations for each character. Added back the Hadouken-like attack for Effigy and Shadowtin now fires a grenade launcher.
Updated the menu to have the lore segments that were originally appended to the relevant quest page now be in a separate tab with their own page. The Dragonomicon menu is now accessible via it's own button which should hopefully only show up when rite of ether is unlocked
Added compatibility for Cape Stardew cavern system, hopefully all the map locations have been correctly registered but there maybe outliers
Enabled proper normal fish catches in the spring, atoll and terror lair (no more always trash from fishing)
Changed the default setting for slot-attune to false which is what is intended - the rites are normally attuned to weapons and tools rather than set to slots
Version 3.1.7
Updated flame animations for dragonbreath (added smoke, added more realistic sideways flamethrower animation)
Various bugfixes especially for multiplayer and The Dusting challenge
Added a MASSIVE tree to the orchard and druid grove that changes colour dependent on the season - will continue to develop to have more prominence and might incorporate these trees into an alternative bundle quest
Version 3.1.6
Improved the shading and wing, chest details on the dragon render.
Added a new feature to the Dragonomicon - player can now select the size to render the dragon when transformed.
Version 3.1.5
Added Blackfeather, the Dryad Gardener to the mod, based in the Crow Gate location
Blackfeather appears at the end of The Dusting (the last challenge of Rite of Ether) which has been updated with an additional dialogue segment
Bat/Crow swarms can be triggered by casting Weald in the Bus Tunnel, Farm Cave, at the Cannoli statue in the Secret Woods, and anywhere in the custom Orchard map
Miscellaneous improvements and fixes based on feedback received, fixed game crashing bug when using Bones: Corvids with Weald: Gentle Touch
Version 3.1.4
Tweaked idling time for companions
Slight change to herbalism brewing logic to fix potential game crashing bug and enable compatibility with extra inventory mods
Version 3.1.3
Added some customdata fields for contentpatcher NPCs to customise reactions to druid rites (More details available on Stardew Druid discord)
Miscellaneous improvements to events, companion behaviour (focussing on corvids), some custom map sprites have been updated
Added a 'Magic Only' mode utility available in the mod configuration, to run Stardew Druid without the quests, characters, relics etc. This ties into a 'magic only module' that has been published on Nexus as a separate mod. This mod will force the 'default' configuration setting to magic only, but it can still be set to the full version or magic version in the config
Added a new relic available at the start of the mod - Grandpa's Whetstone - will transport you into and out of the Druid's Grove. Added a warp animation to relic-based warp transitions.
Version 3.1.2
Added 'The Forgotten Orchard' map to be the staging ground for the 'Infestation' quest, accessible through the use of the 'gardener's glove' while in the south-eastern part of Cindersap Forest
Updated Shadowtin's companion quest to use the orchard map
Updated a few other quests that spawn bosses/monsters to use custom maps instead of vanilla maps. This has been to reduce the number of external variables and provide more opportunities for the mod to do custom map features
Added a test version of Rite of Bones - spawn a small flock of corvids. Can only be used after finishing the last quest currently in the mod and using slot attune to assign bones to a slot (no attunement option available yet)
A few other tweaks and bug fixes based on feedback from users on the discord server
Version 3.1.1
Locked seed yield from Weald:Clearance until mastery (lesson complete) is gained, also locked it out from the highest difficulty level, so hardcore players won't get that initial seed boost. Also added back the stamina cost.
Updated Weald: Wild Growth to produce less good forage and more random debris
Added 'The Old Graves' map to be the staging ground for the 'The Shadow Invasion' quest
Updated the shadow invasion quest to run a bit differently - auto triggers when player happens on a chance meeting within the Old Graves
Version 3.1.0
Fix for calico egg loot when broken with rite effects. Fixed unbreakable/unpickable driftwood object from beach wild growth.
Added 'Sacred Spring', accessed from level 20 of the mines using the 'creepy teapot' which is given by the Effigy with the 'Polluted Aquifer' quest. Some of the relics have been moved around in list order in the reliquary journal.
Updated the Polluted Aquifer quest to take place inside the sacred spring, with a few changes to positioning and sequencing
Added a new collectible set of relics 'Tactical Gear' with an optional sidequest to collect all the gear by finding bat locations throughout the valley. Presenting all the relics to the 'shrine attendant' in the sacred spring will unlock an alternative boiler room completion bundle quest.
Fixed cultivate/wild growth behaviour on Ginger Island.
Version 3.0.9
Added Dehydrator to Fates:Enchant, reworked some logic for that effect
Updated Court of the Fates, Shrine Engine and Crow Gate maps
Version 3.0.8
Updated Weald: Gentle Touch. Added a crow, changed the creature spawn and pathing behaviour to be more realistic, added chance for creature to drop a forageable
Added a i18n default.json file to enable translation
Miscellaneous bug fixes and improvements to character behaviour and pathing
Version 3.0.7
Miscellaneous fixes for dragon transformation, crate spawning, quest pages
Version 3.0.6
Miscellaneous fixes for multiplayer
Redeveloped the entire menu framework. Enter, escape, backspace and directional buttons including gamepads should work properly in the menu. Added buttons to pages in the quest and effects menus which link between relevant pages in both menus (mainly for lessons). Changed some of the colours in the icons. The change might seem minor for now but it has the huge benefit of streamlining future menu development if the need arises.
Version 3.0.5
Miscellaneous bug fixes for Weald: Wild Growth, Ether:Transform map transitions, decreased seed yield from Weald:Clearance
Version 3.0.4
Quick fix for bugged Star Chapel quest
Version 3.0.3
Added creature appearances to 'Gentle Touch' effect. Just a cosmetic feature but can be expanded on in the future.
Improved Journal functions - can open by clicking the Rite buff in the HUD, can open by pressing rite button or journal buttons from vanilla inventory or quest logs. Removed close on invalid click.
Miscellaneous Bug fixes
Version 3.0.2
Bug fixes for journal menus, multiplayer and a couple of other things
Reworked Lesson 2 and Lesson 3 into new effects. Lesson 2 "Gentle Touch" applies shakes and dayupdate ticks to trees, fruit trees and grass. It is also applies friendship and petting to villagers and animals. Lesson 3 "Wild Growth" is a channelled effect that spawns random objects in increasing circles around the player, with cost increases per cast in the same location.
To offset the reduced wild seed extraction, weeds now have a chance to drop mixed seeds, wild seeds and flower seeds when destroyed with a rite effect
To offset the reduced fish extraction, Stars: Gravity Well can be cast over the water to pull a catch of fish
Because seed, tree, fish, grass and forageable generation/extraction is now a controlled effect, the 'disabled' configuration options are redundant and have been removed
Celeri recipes have been rearranged in consideration of less fish extraction
Version 3.0.1
Quick fix for broken herbalism function
Version 3.0.0
Updated all of the rite effect animations, especially the combat related effects (Rockfall, Smite, Meteor and Warpstrike)
Added a status effects system, particularly with Rite of the Fates. Various statuses can be applied to monsters including knockdown, burn, pickpocket, polymorph and DOOM
All challenges use custom monsters with higher definition sprites and expanded behavour.
Overhauled the quest system to have a better narrative focus. Quests have intro dialogue, journal text, journal summaries, after-quest dialogue and much more. The characterisation of the story elements is richer and more consistent.
Added an 'Effects' journal that serves as an in-game wiki for all the Rite effects, including explanations for their behaviour, limits and costs
Expanded the character sprite system for humanoid characters, with 50+ frames and weapon animations, enabling mod cameos from Marlon, Gunther and Wizard
Overhauled the dragon rendering system with a 'dragonomicon' menu to enable the player to pick their own dragon colours using sliders. The dragon is now shaded.
Many optimisations to the companion system. The 3 companions have expanded 'work' functions, better abilities and better following logic, so they can be taken anywhere!
All the rite effects have been re-optimised, expanded and rebalanced. Some effects have been changed to 'channeled' effects, which has the benefit of preventing miscasts and staggering process-heavy (uses computer resources) routines.
Added 10 custom locations for quests/challenges/custom NPCs. The first is the Druid grove, which is accessible from the farm by using the farmcave entrance. The actual farmcave entrance is placed at the back of the grove.
Added a complete Relics system, including 30 collectibles. Some of the relics have special functions, like summoning/dismissing NPCs, while others form part of 'relic quests' which provide alternative methods of completing community center bundles
Overhauled the Autoconsume system. All edible objects can be consumed by placing them in registered slots in the inventory (default 9-12).
Added a complete Herbalism suite, which includes 3 lines of potions and a couple of special potions. Each line has a base recipe, and gets stronger as more ingredients are added.
Notice: Stardew Druid does not use AI generated content or cause conflicts with popular farmcave mods
50 quests, 25+ abilities, 6 unique NPCs, 10 custom locations, 50+ collectables, 5000+ lines of dialogue and lore, Stardew Druid is a unique kind of expansion created to satisfy a desire for adventure.
This mod provides an alternative to early tool-based gameplay in the form of six schools of magic, which incorporate motifs and themes inspired by the Druids of antiquity!
The expansive questline starts with a custom NPC, the Effigy, who can be found in the Farmcave, the entrance to which is placed at the back of the druid grove.
The Effigy will initially offer a new lesson or quest each day. The mod includes over ten epic boss battles to test your skills, with a range of configuration options to suit your playstyle. There are 21 lessons in total
Your journey is recorded in the Stardew Druid journal, a custom journal menu that provides all the instruction and lore you could ask for.
For those seeking an alternative Community Center completion strategy, Stardew Druid offers six optional quests to complete each section of the center (leading to the restored center ending)
For any mod support, discussion, translation queries or feedback we recommend you join us on Stardew Druid Discord as opposed to posting on Nexus. Depending on timezones you might be able to get a response in under a minute!
Server url: discord.gg/XK29PHPqSg
========================================== Casting System ==========================================
The mod works primarily though the use of the 'rite button', which is by default configured to keyboard V, mouse button 4, mouse button 5 and controller LeftShoulder.
Any of the main line of vanilla tools (Pickaxe, Axe, Hoe, WateringCan etc) or any Melee Weapon (Including Scythe) must be selected in toolbar to perform a rite (cast).
There are two possible methods for selecting a rite to use.
The default is normal attunement, where the rite you have selected is based on what is attuned to the weapon or tool you are holding. Some weapons have fixed attunement to a rite, for instance the forest sword always casts Weald. More weapons/tools can be attuned to Weald by talking to the standing stones in the druid grove while the tool/weapon you want to attune is selected in your inventory. All unattuned weapons will cast the last rite unlocked in your progression as a default.
An attuned weapon will be provided for every rite learnt. Patrons will be encountered throughout the storyline that provide additional attunement options
The second method for rite selection is slot attunement, which can be enabled in the configuration. This will fix the slots to use to slot 1 - 6 in the inventory, so no matter what weapon or tool is in slot 1, it will always cast Weald.
----------------------------------------- 1. Rite of the Weald ----------------------------------------- Weald is an old fashioned name for a woodland area, where ancient druids would perform ceremonies honouring the kings of Oak and Holly. This rite is about rewilding the empty spaces of the Valley and drawing on the life essence of the Earth.
Draw out the hidden bounty of the valley, add trees and grass to barren spaces, enhance the growth rate of crops, explode weeds, twigs, ore veins and trigger rock falls in the mines.
----------------------------------------- 2. Rite of Mists ----------------------------------------- The isle of mists is an important place in medieval sagas, and the residence of the Lady Beyond the Shore. This rite is about being a commanding presence with awesome displays of power and lots of lightning bolts.
Extract power from totem shrines, target scarecrows, rods and campfires for special functions, create high-yield fishing spots, and smite any obstacle in your way.
----------------------------------------- 3. Rite of the Stars ----------------------------------------- Celestial bodies and formations were an important device of storytelling and calendar traditions. That's all very wonderful and this rite is about calling down little stars as fireballs.
Call a meteor shower and rain down fire from the sky with reckless abandon, or create an anomaly in space-time with a gravity well that pulls in crops and enemies.
----------------------------------------- 4. Rite of the Fates ----------------------------------------- The fates are mentioned in many traditions of cultures that were adjacent to or inspired by the Fates of Greek mythology, and are the etymological root for faeries, fae and the like. This rite is about chance and destiny intertwined to produce random effects.
Meddle with the powers of the Fates to warp travel, curse enemies, impress villagers with magic tricks and enchant farm machines.
----------------------------------------- 5. Rite of Ether ---------------------------------------- The fifth element, ether, which inspires a lot of alchemical traditions, is considered to incorporate both the spiritual/divine and the material. The traditional progenitors and agents of this element were... Dragons.
Transform into a Dragon!
----------------------------------------- 6. Rite of Bones ---------------------------------------- The Corvidae family of birds are often used as a motif in old superstitions, in which they are likely depicted as manifestations of close familial bonds between mortals and otherworldly spirits.
Summon four corvid familiars to assist you
----------------------------------------- + Additional Features ----------------------------------------- Gently caress your farm animals and neighbours with magic for soft friendship points each day. Prove yourself in new, unique challenges that test your ability with each rite. Encounter customised creatures with enhanced stats, cosmetics and behaviour. Boost your output with the specialised herbalism feature, unique to Stardew Druid! Throw bombs from your inventory by selecting them and using the rite button. Further augmentation is available with herbalism. Gain a dungeon delving companion, a treasure hunting friend and a gardener for your farm.
Compatible with all other mods including SVE, RSV, ES. If there is a mod compatibility issue, come onto discord and log a ticket!
Some modded farm maps start with locked or obscured farmcave locations. The mod starts with a relic, Grandpa's Whetstone, in the reliquary (keybind I) that when used will warp your farmer to the Druid Grove and back to the farmhouse. This will enable you to access the farmcave and start your journey straight away.
Stable for remote multiplayer games (splitscreen is still WIP)
Compatible with controllers/gamepads
i18n Format implemented
Generic Mod Configuration Menu implemented
Custom data model stored in save files - only affects the mod, so won't impact any save files after uninstalling/installing
Enable and Disable the mod with confidence on any of your save files at any season/year of your playthrough
Each section of the mod generally follows the same format, a quest to retrieve a weapon attuned to a new power, lessons in that power, and then a challenge or boss battle to conclude the section. These quest indexes can be used for the 'Set Milestone' config feature.
(0. No change to progress)
Rite of the Weald: 1. Companion Quest (The Effigy) 2. Weapon Quest 3. Lessons (Clearance, Bounty, Growth, Cultivate, Rockfall) 4. Challenge Quest
Rite of Mists: 5. Weapon Quest 6. Lessons (Sunder, Artifice, Fish, Smite) 7. Companion Quest (The Effigy part 2) 8. Challenge Quest
Rite of the Stars: 9. Weapon Quest 10. Lessons (Meteors, Gravity) 11. Challenge Quest 12. Additional Challenge Quests
Rite of the Fates: 13. Companion Quest (Jester) 14. Weapon Quest 15. Lessons (Whisk, Curses, Tricks, Enchant) 16. Companion Quest (Jester part 2) 17. Lessons (part 2) 18. Challenge Quest
The Final Rite 29. Weapon Quest (Gift of the Heiress) 30. Companion Quest (Aldebaran)
**Coming Soon (Early 2025)** 31. Dungeon 32. Final Boss
----------------------------------------------------------- THE 'DRUID' ROUTE (ALTERNATIVE CC COMPLETION) ----------------------------------------------------------- Each room in the community center can be repaired by searching for and completing a series of relics.
1. Craftroom - Druid Runestones Defeat bosses in epic challenge events to reclaim the runestones of the old circle
2. Boiler - Shadow Gear Search for equipment used by a mysterious group of shadowfolk marauders
3. Fishtank - The Avalant Search for the scattered pieces of an ancient and powerful device
4. Vault - Pilgrim Tokens Restore the sacred spaces of the valley to earn tokens
5. Bulletin - Memento Boxes Impress the Fates with your industriousness as a farmer, by unlocking the skull caverns, forging an iridium tool, building a deluxe animal house and more.
6. Pantry - Ancient Texts Search for treasure caches throughout the valley that may contain testimonies and other writings left behind by the forebearers of the circle of druids.
Note: To start the druid route, the community center must be unlocked. For each quest the junimo plaque / bundle instructions must be present in the room you wish to complete. For instance, for the boiler room to unlock minecarts, at least two bundles need to be completed (I recommend the spring forage and construction bundle in the craftroom as they are particularly easy to do early).
Also! You can still claim ALL the bundle rewards from the 'missing rewards pouch' that appears next to the junimo hut on the left side of the fireplace in the center
Rite Buttons "riteButtons" is a list of keybinds set to MouseX1, MouseX2, Keyboard.V and LeftShoulder Action Buttons "actionButtons" is a list of keybinds set to MouseLeft, ControllerX and Keyboard.C Special Buttons "specialButtons" is a list of keybinds set to MouseRight, ControllerY and Keyboard.X
This OPTIONAL configuration does not override or edit in-game keybinds for the action controls, instead it just enables the mod to detect when the action/use tool button has been pressed. This is useful in the case that the action button is mapped to a non-conventional input, such as a special button on non-standard controllers or gaming mice.
----------------------------------------- Journal Button is a list of keybinds set to K Effects button is a list of keybinds set to L Relics Button is a list of keybinds set to I Herbalism Button is a list of keybinds set to O Warp Button is a list of keybinds set to P
These OPTIONAL configuration will open the Stardew Druid journal from the game world. Warp will attempt to utilise any 'wayfinder' relics that the player possesses that are associated with the current map. It can be used from the very start of the mod to trigger the Whetstone Relic to warp from the farm/farmhouse directly to the grove and back.
----------------------------------------- Sort Journal by Active "activeJournal" Reverse Journal "reverseJournal"
Sort and reverse the order in which Stardew Druid journal entries are displayed. Default: oldest to newest. Enabled: newest to oldest.
----------------------------------------- Mod Difficulty (modDifficulty)
Determines how hard or easy the mod will be. Mod Difficulty affects stamina costs, potion replenishment, custom monster strength and monetary rewards.
Cali: Stamina Costs - 66% Monsters - 66% Quest Rewards + 66% Potion Replenishment + 40% Stars: Gravity Well has extra chance for iridium crop harvest Stars: Gravity Well guardian serpents are disabled
Kiwi: Stamina Costs +100% Monster +100% Monster Spawnrate + 50% Quest Rewards -100% Potion Replenishment - 60% Weald: Clearance will not produce wild seeds.
----------------------------------------- Set Milestone Progress "setMilestone" Set Once "setOnce" Auto Progress "autoProgress"
Can be used to override the mod state on game load. 0 is the default for no effective change. See the progress list above. Set once will ensure that the value is set back to 0 to prevent any overridden states for other saves. Auto progress will load the next lesson/quest at the start of each in game day, without the need to approach any of the quest NPCs.
Can be used to configure whether to fix attunement to certain slots in the inventory and whether to auto-consume edible items. Can be further configured with slot freedom to enable any item to be held to cast, and slot reverse which consumes edibles from left to right instead of right to left. In addition, the slots themselves can be re-registered.
----------------------------------------- Cultivate Behaviour Adjusts the speed vs quality setting for RotW: Cultivate behaviour.
1. Prioritises speed, with enhanced growth rate and speed fertiliser, and chance for extra harvest with RotF: Gravity Well 2. Balanced between speed and quality 3. Prioritises quality, with quality fertiliser and better chance for quality harvest when harvested with RotF: Gravity Well 4. 'Ridiculous' boosts to speed and quality
----------------------------------------- Meteor Behaviour "meteorBehaviour" Adjust the risk/reward setting that governs RotS: Meteor behaviour, including targetting, damage and coverage.
1. Prioritises Monsters, Stone Nodes and utilises a regular spatial pattern for optimal coverage. Normal damage. (default) 2. Monsters, Pattern, 1.1x damage 3. Stone Nodes, Pattern, 1.1x damage 4. Pattern only, 1.25x damage, 33% chance for large meteor 5. Completely random, 1.6x damage, 50% chance for large meteor
----------------------------------------- Maximum Damage "maximumDamage" Some spell effects have damage modifiers that consider player skill levels, druid level (mod progress) and applied enchantments. Enable to apply max damage everytime. The damage shown is roughly the amount applied to monster health by one Stars:Meteor hit.
Maximum Damage (when enabled) = 250
Calculated damage (when disabled, default) 5 * Combat Level ~ 50 at end game + 2 * Mining Level ~ 20 at end game + 2 * Foraging Level ~ 20 at end game + Farming Level ~ 10 at end game + Fishing Level ~ 10 at end game + 3 * SD Druid Progress level ~ 120 at end + 25 if selected tool is enchanted + 25 for Fighter Profession + 25 for Brute Profession = ~250-300 at end game, with more or less depending on Levels and SD Druid Progress
----------------------------------------- Cardinal Targetting Disables isometric (6 way) targetting for transformation effects. Might look a little misaligned with the transformation animations."
----------------------------------------- OPENSOURCE ----------------------------------------- Opensource repository https://github.com/Neosinf/StardewDruid GNU GPL 3 License
Please note there is an exception to the license that covers all original artwork (pixel art) and all text strings (the narrative) that is packaged with the mod.