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Critical hit chance is computed in the following order:
Critical hit chance is computed in the following order:


# Each weapon has a base critical hit chance. For example, the Galaxy Sword has a critical hit chance of 2%<ref name="weaponsxnb" />.
# Start with the weapon's base critical hit chance. For example, the Galaxy Sword has a critical hit chance of 2%<ref name="weaponsxnb" />.  
# In 1.5, the [[Forge#Weapon forging|Aquamarine forging]] increases crit chance in an additive manner via the following formula: <samp>critChance += 0.046 * forgingLevel</samp>. For example, with 3 Aquamarine forged, the crit chance is increased by 13.8%. With the [[Galaxy Sword]], this means the chance is 15.8%<ref name="aquamarineenchantment" />.
# Add Aquamarine forging bonus. In 1.5, the [[Forge#Weapon forging|Aquamarine forging]] increases weapon critical hit chance by 4.6%. For example, a weapon with 3 Aquamarine forges would have its crit chance increased by 13.8% (4.6% x 3). If applied to the [[Galaxy Sword]], this would result in a critical hit chance of 15.8%<ref name="aquamarineenchantment" />.
# If the weapon is a [[Weapons#Dagger|dagger]] <samp>critChance = (critChance + 0.005) * 1.12</samp><ref name="dagger" />.
# If the weapon is a [[Weapons#Dagger|dagger]], critical hit chance is set to <code>(critical hit chance + 0.005) &times; 1.12</code><ref name="dagger" />.
# If a single [[Aquamarine Ring|aquamarine ring]] is used, critical hit chance is increased in a multiplicative manner by 10%. If two aquamarine rings are used, the critical hit chance is increased in a multiplicative manner by 20%<ref name="ringcrit" />. If the weapon has a "+X Crit. Chance" [[Forge#Innate enchantments|innate enchantment]], then each level adds 2% to the percentage, e.g. with +3 and 2 aquamarine rings, the percentage is 26%.
# Apply [[Aquamarine Ring|aquamarine ring]] and [[Forge#Innate enchantments|innate enchantment]] bonuses.
## So with the galaxy sword and 1 ring and 3 forging: 15.8%*1.1 = 17.38%.
## Each [[Aquamarine Ring|aquamarine ring]] equipped gives a 10% bonus.<ref name="ringcrit" />.  
## With 2 rings: 15.8%*1.2 = 18.96%.
## If the weapon has a "+X Crit. Chance" [[Forge#Innate enchantments|innate enchantment]], then each enchantment level adds 2% to the percentage (up to 6% for a level 3 enchantment).
## With 2 rings and the best (+3) innate enchantment: 15.8%*1.26 = 19.91%.
## So for a sword with 2% base critical hit and 3 Aquamarine forging, 1 Aquamarine ring increases critical hit chance by 10%: <code>15.8% &times; 1.1 = 17.38%</code>.
# If the [[Statue Of Blessings]] gives the Blessing of Fangs buff, an additive 10% is added to the crit chance.<ref name="scoutcode" /> A player using a [[Galaxy Sword]] that is [[Forge#Weapon forging|triple-enchanted]] with [[Aquamarine]] and equipped with 2 [[Aquamarine Ring|aquamarine rings]] has an 18.96% chance to crit, increasing to 28.96% with the Blessing of Fangs buff from the [[Statue Of Blessings]],  
## Two aquamarine rings increase critical hit chance by 20%: <code>15.8% &times; 1.2 = 18.96%</code>.
# The Scout Profession further increases critical hit chance in a multiplicative manner by 50% with the following formula: <samp>critChance = critChance * 1.5</samp><ref name="scoutcode" />. For the galaxy sword with 2 rings, 3 forging, the Blessing of Fangs buff from the [[Statue Of Blessings]], and the scout profession, the critChance is: 28.96% * 1.5 = 43.44%.
## A level 3 Crit. Chance innate enchantment increases critical hit chance by 6%: <code>15.8% &times; 1.06 = 16.75%</code>
# Finally, every point of luck from food and rings increased crit chance in an additive manner by 2.5% with the following formula: <samp>critChance += LuckLevel * critChance / 40</samp><ref name="luckcrit" />.  
## Two aquamarine rings and a level 3 Crit. Chance innate enchantment increase critical hit chance by 26%: <code>15.8% &times; 1.26 = 19.91%</code>.
# If the Blessing of Fangs buff from [[Statue Of Blessings]] is active, Critical hit chance gets an additive increase of 10%.<ref name="scoutcode" />  
## A player using a [[Galaxy Sword]] that is [[Forge#Weapon forging|triple-enchanted]] with [[Aquamarine]] and equipped with 2 [[Aquamarine Ring|aquamarine rings]] has an <code>18.96% + 10% = 28.96%</code> critical hit chance with the Blessing of Fangs buff from the [[Statue Of Blessings]],  
# The Scout Profession further increases critical hit chance by 50%</samp><ref name="scoutcode" />.  
## For the galaxy sword with 2 aquamarine rings, 3 aquamarine forging, the Blessing of Fangs buff from the [[Statue Of Blessings]], and the Scout profession, the critical hit chance is: <code>28.96% &times; 1.5 = 43.44%</code>.
# Finally, every point of [[Luck]] from food and rings increases critical hit chance by: <code>LuckLevel * critical hit chance / 40</code><ref name="luckcrit" />.  
## This bonus scales with critical hit chance, so a higher critical hit percentage benefits more from increased Luck.
## So starting with 28.96% critical hit chance and 2 points of Luck, critical hit chance is <code>28.96% + 2 &times; 28.96% / 40 = 30.41%</code>


The Desperado profession increases the damage of critical hits again by 2x after all bonuses are applied. Further information about this is discussed in [[Crit. Power]].
The Desperado profession increases the damage of critical hits again by 2x after all bonuses are applied. Further information about this is discussed in [[Crit. Power]].

Revision as of 20:37, 21 August 2025

Combat is the skill associated with fighting monsters, such as in The Mines or the Skull Cavern. Combat experience is increased by killing monsters, with more difficult monsters granting more experience. It can also be gained by reading the Combat Quarterly or Book Of Stars.

Each increase in Combat Level adds 5 HP (health points) to the player's health meter, with the exceptions of levels 5 and 10. Health points are only increased when levelling up to levels 5 or 10 if the Fighter and Defender professions are chosen. Level-ups may also add Crafting or Cooking recipes. Unlike other skills, there is no proficiency effect from this skill since weapons do not require energy.

During the first few days in Stardew Valley, the Mines are closed due to an accident by Joja Corporation. On or around day 5, the player will receive a letter in the mail from Joja Corp, explaining that the landslide blocking the mines has been cleared, and the mine entrance will be open. At this point, combat becomes available to players. An exception is those who chose the Wilderness Farm, which starts with monsters at the first night.

As with other skills, experience level is increased immediately upon slaying a monster, but the "level up" window doesn't appear until the player sleeps (or until all players sleep in multiplayer).

Note that killing monsters on the Farm grants only 1/3 of the standard amount of experience.

Combat Skill

Level 1 Level 2 Level 3 Level 4 Level 5
Crafting Recipes: Crafting Recipes: Cooking Recipes: Crafting Recipes: Choose a Profession:
Sturdy Ring Bug Steak Life Elixir Roots Platter Warrior Ring Fighter
All attacks deal 10% more damage.
(+15 HP)
Scout
Critical strike chance increased by 50%.
(+0 HP)

(Note that the increase is multiplicative. The formula is: critChance = critChance * 1.5)

Level 6 Level 7 Level 8 Level 9 Level 10
Crafting Recipes: Crafting Recipes: Crafting Recipes: Crafting / Cooking Recipes: Fighter: Scout:

Slime Egg-Press

Oil of Garlic
Ring of Yoba Thorns Ring

Slime Incubator

Explosive Ammo

Iridium Band

Squid Ink Ravioli
Brute
Deal 15% more damage.
(+0 HP)

(Stacks multiplicatively with Fighter)

Acrobat
Cooldown on special moves cut in half.
(+0 HP)
Defender
+25 HP.
Desperado
Critical strikes are deadlier.
(+0 HP)

(2x Critical strike damage)

Experience Points

250 Combat XP is gained for reading a copy of the Combat Quarterly or Book Of Stars.

The following table lists the experience points gained for killing the indicated monster.[1]

Monster Experience (XP)
Green Slime 3
Dust Sprite 2
Bat 3
Frost Bat 7
Lava Bat 15
Iridium Bat 22
Stone Golem 5
Wilderness Golem 5
Iridium Golem 15
Grub 2
Cave Fly 10
Frost Jelly (i.e., Blue Slime) 6
Sludge (i.e., Red, Purple, Copper, or Iron Slime) 10
Ghost 15
Carbon Ghost 20
Duggy 10
Rock Crab 4
Truffle Crab 4
Lava Crab 12
Iridium Crab 20
Squid Kid 15
Shadow Brute 15
Shadow Shaman 15
Skeleton 8
Metal Head 6
Bug 1
Mummy 20
Big Slime 7
Serpent 20
Mutant Grub 6
Mutant Fly 10
Pepper Rex 7
Haunted Skull 15
Tiger Slime 20
Lava Lurk 12
Hot Head 16
Magma Sprite 15
Magma Duggy 18
Magma Sparker 17
False Magma Cap 14
Dwarvish Sentry 15
Putrid Ghost 25
Shadow Sniper 20
Spider 15
Stick Bug 4
Royal Serpent 20
Blue Squid 15

Substats

Consuming certain foods or drinks, wearing particular Footwear or Rings, and choice of Weapon can all give Stat Bonuses that affect the player's Combat ability.

Attack affects how much damage the player does with each weapon strike.

Crit. Power adds additional damage when hitting a critical strike.

Defense affects how much damage the player takes from enemy strikes.

Immunity affects the chance to be afflicted with certain debuffs.

The Weight of a weapon affects how far an enemy will be knocked back when struck with the weapon.

Weapon Speed and Player Speed are also a factor in successful Combat.

Critical hit chance

Critical hit chance is computed in the following order:

  1. Start with the weapon's base critical hit chance. For example, the Galaxy Sword has a critical hit chance of 2%[2].
  2. Add Aquamarine forging bonus. In 1.5, the Aquamarine forging increases weapon critical hit chance by 4.6%. For example, a weapon with 3 Aquamarine forges would have its crit chance increased by 13.8% (4.6% x 3). If applied to the Galaxy Sword, this would result in a critical hit chance of 15.8%[3].
  3. If the weapon is a dagger, critical hit chance is set to (critical hit chance + 0.005) × 1.12[4].
  4. Apply aquamarine ring and innate enchantment bonuses.
    1. Each aquamarine ring equipped gives a 10% bonus.[5].
    2. If the weapon has a "+X Crit. Chance" innate enchantment, then each enchantment level adds 2% to the percentage (up to 6% for a level 3 enchantment).
    3. So for a sword with 2% base critical hit and 3 Aquamarine forging, 1 Aquamarine ring increases critical hit chance by 10%: 15.8% × 1.1 = 17.38%.
    4. Two aquamarine rings increase critical hit chance by 20%: 15.8% × 1.2 = 18.96%.
    5. A level 3 Crit. Chance innate enchantment increases critical hit chance by 6%: 15.8% × 1.06 = 16.75%
    6. Two aquamarine rings and a level 3 Crit. Chance innate enchantment increase critical hit chance by 26%: 15.8% × 1.26 = 19.91%.
  5. If the Blessing of Fangs buff from Statue Of Blessings is active, Critical hit chance gets an additive increase of 10%.[6]
    1. A player using a Galaxy Sword that is triple-enchanted with Aquamarine and equipped with 2 aquamarine rings has an 18.96% + 10% = 28.96% critical hit chance with the Blessing of Fangs buff from the Statue Of Blessings,
  6. The Scout Profession further increases critical hit chance by 50%[6].
    1. For the galaxy sword with 2 aquamarine rings, 3 aquamarine forging, the Blessing of Fangs buff from the Statue Of Blessings, and the Scout profession, the critical hit chance is: 28.96% × 1.5 = 43.44%.
  7. Finally, every point of Luck from food and rings increases critical hit chance by: LuckLevel * critical hit chance / 40[7].
    1. This bonus scales with critical hit chance, so a higher critical hit percentage benefits more from increased Luck.
    2. So starting with 28.96% critical hit chance and 2 points of Luck, critical hit chance is 28.96% + 2 × 28.96% / 40 = 30.41%

The Desperado profession increases the damage of critical hits again by 2x after all bonuses are applied. Further information about this is discussed in Crit. Power.

References

  1. ↑ This data can be found in Data\Monsters.xnb as well as the constructors for Grub and Fly in the game code. In the Quarry Mine and dungeon floors of the Mines, monster data are set by MineShaft.getMonsterForThisLevel and the constructor for Bat in the game code.
  2. ↑ See weapons.xnb file in the game data.
  3. ↑ See StardewValley::AquamarineEnchantment.
  4. ↑ See StardewValley::Tools::MeleeWeapon.DoDamage; the dagger weapon type is 1.
  5. ↑ See StardewValley::Tools::MeleeWeapon.DoDamage and StardewValley::Objects::Ring.
  6. ↑ 6.0 6.1 See StardewValley::GameLocation.damageMonster.
  7. ↑ See StardewValley::GameLocation.damageMonster; the formula does not edit the crit chance but luck level is added in the if statement to check for a crit.

History

  • 1.0: Introduced.
  • 1.6: Monsters defeated on the farm now grant 1/3 the normal amount of XP, instead of no XP. Combat Experience can now be gained by reading the Combat Quarterly or Book Of Stars.