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I need some help

Discussion in 'Wynncraft' started by SmedgeRt, Jul 2, 2024.

  1. DrGREEN

    DrGREEN wynncraft.wiki.gg is where its AT CHAMPION

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    The only problem with shadestep is that it is bad in late-end game and raids. It’s actually pretty fun mid game although imperfect
    ________________________________
    Also if you haven’t already take a look at the recent trailers on wynncraft, on their yt, gives you a feel for the thrill of the game
     
  2. SmedgeRt

    SmedgeRt Travelled Adventurer

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    Basically a decent armor that is diluted with low skill players (I've played brawl stars before we call that an Edgar)
    So not every skill scales equally
    From just scanning the surface I know the totem class is quite complicated and not very early game friendly
    But what are the general views over classes and archetypes, and where does each excel (part/stage)
     
  3. Earthbrine

    Earthbrine The Dirt of the Realm CHAMPION

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    Shaman? It actually has a really good early game since it has the most AoE out of all of the classes.
    Unlike HSB, we don't really have "skills". When creating a character, you get to choose a class out of 5 (warrior, archer, mage, assassin, shaman), and can't change it afterwards. Each class also has 3 archetypes, which each have varying playstyles.
    In terms of actual "skills", we have a combat level, which unlocks items, ability points, stat points, and content. We also have a lootrunning level, which unlocks "beacons" (read up on lootrunning). In addition to those 2, we have 12 profession levels that don't affect the game outside of granting the ability to craft strong gear. The next update will also add a raiding level, which will be similar to the lootrunning level.

    Also something that Wynncraft has is a massive amount of available playstyles. There are 5 classes, each with a massive ability tree containing 3 archetypes that can be mixed semi-freely. There are also over 300 weapons per class, and over 2000 other pieces of gear. In addition to that, there are 8 types of combat mastery tomes, many consumables, an astronomically large amount of unique crafteds, tons of gameplay modifiers in raids and lootruns, and the next update will add a bunch of aspects, each of which modifies preexisting abilities.
     
  4. Tzelofachad

    Tzelofachad Owner of the Rift, manager of the Uz hotel HERO

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    ...there are also "skills" like strength, defense, dexterity, agility, and intelligence, but yeah
     
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  5. SmedgeRt

    SmedgeRt Travelled Adventurer

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    So is it a bad late game?
    Is there any debate over the "best" class?
    And how does every class do in different stages of the game?
    Are there any universally useful abilities like dash or heal from vault hunters(as every style has them)?
    And are the professions locked upon choosing a specific one or you can mix and match?
    And does crafting items award decent items as I thought dungeon and raid crates award the best?
    ________________________________
    I heard these also affect elements would explain that if you can please?
     
  6. Sar

    Sar The Fire Archer CHAMPION

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    Shaman can have a hard time against very mobile bosses who just run past their totem and are too dangerous to pin down to one spot.

    There are trinkets that might provide use that every class can benefit from but no all classes abilities unless you count the bonuses that high tier powders grant.

    You are free to level any profession on any class, all 12 can be leveled at the same time.
    The levels are not shared across classes though.
    But getting the materials to level crafting professions is easier to gather than buy at times.

    While some gear is irreplaceable by crafteds, the stats you can reach with crafteds is higher than with most normal gear.
    Crafteds do have two weaknesses, their added skill points get ignored when calculating skill point requirements in using gear.
    The other is having durability, more of a lets keep things reasonable and have consequences to putting powerful ingredients together.
     
  7. hmtn

    hmtn Archivist of the Realm VIP+

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    Wynncraft mechanics have a lot of moving parts. The item system alone is the most complicated I've ever seen in a game, and it's supported and surrounded by a bunch of other standard RPG system mechanics as well.

    Okok let's start with the Classes, the most fundamental choice of a build. there are five of them. there are also purely cosmetic reskinned versions for donors. classes determine what weapons you can use - assassins use daggers, mages use wands, etc. Classes have base defense values, so for example a warrior will take less damage than an archer. Generally, tankier classes do lower dps than glassier classes, though ofc everything I'll talk about in this post is super broad generalization. There are odd exceptions everywhere.

    Classes also determine the abilities that a character will be able to use. By default, each class gets four class-specific spells, which they cast through combinations of right and left clicks. generally, there are two damage-dealing spells, one movement spell, and one 'utility' spell, the exact utility depending on the class. Add a basic attack, and this is five options for combat that come stock with each class.

    Each class comes with three Archetypes, i.e. subclasses. Unlike the class distinction, which is chosen at character creation and is permanent for that character, archetype choice is changeable. Archetypes also aren't an exclusive choice: A player leveling-up can roam across the ability tree, combining various nodes from different archetypes to suit their playstyle. A popular way to build mage is called "riftbender," named so because it's a combination of ability nodes from the riftwalker and lightbender archetypes.

    Archetypes have a massive effect on a class' playstyle, they're not just small bonuses. Archetypes will completely alter and replace a class' stock spells, add charged super abilities, unique mechanics, tons of huge things like that. Maybe prestige classes is a better term? They're foundational, is all.

    -

    Next, the actual item system. First, let's talk about skillpoints. You (again, generally) get 2 of them per level, and can put them into Str, Dex, Int, Def, or Agi. The skills are broadly tied into the elemental damage system: Putting points into Agility will increase the amount of Air damage you do, for example. That's a side gig, though. For their main roles, the five skills can be divided into three groups: The attack power skills (Str, Dex), the defensive skills (Def, Agi), and Int (Int).
    • Strength is tied to the Earth element, and gives you a raw bonus to damage
    • Dexterity is tied to the Thunder element, and gives you increased critical chance (x2 dmg)
    • Intelligence is tied to the Water element, increases your mana pool, and reduces spell costs
    • Defense is tied to the Fire element, and gives you a raw bonus to damage reduction
    • Agility is tied to the Air element, and gives you increased dodge chance (-90% dmg)
    You can also see a theme between Str/Def and Dex/Agi -- the former is a slow and steady bonus, while the latter is based around gambling for a massive payout. This skill system was subclasses before there were subclasses, especially since the actual use of skillpoints is unlocking parts of...

    The Item Pool

    This starts off slow and slowly ramps up the further you get into the game, but most items have skillpoint requirements, here's an example. It really isn't that crazy to say that unlocking various chunks of the item pool is the real point (pun) of skills, esp because the items that you wear are the source of like 85% of your build's power.

    Wynn doesn't actually have all too much intrinsic power scaling with level. You get some extra HP, you get some ability tree unlocks, but those are more options than "big number raw power." pretty much all of that comes with weapons and armor. Armor's defense value comes from the HP it gives you, which depends on the specific piece. Weapons (like everyone's beloved Quetz) do a certain amount of neutral & elemental damage, though that value of elemental damage is again altered by the bonus given to you by that element's associated skill point.

    You may have noticed that items also have a bunch of variable stats. They get rolled per copy of the item. Rerolling is possible, though it gets exponentially more expensive with each reroll of the same piece of gear. These stats ("identifications") are the main objective of builds, and what makes them viable -- blindly pairing weapons with great dps and with armor that has great health values is going to get you a build that is itself not actually that viable for endgame.

    You want to combine sets of gear that give you huge bonuses -- to spell damage, or maybe your basic attack, or maybe some other method of dps. This is where the damage-dealing natures of the Earth and Thunder elements kicks in! A lot of the big DPS bonuses in the item pool are linked to those two. Same for the defensive bonuses for Fire and Air related gear, and the Spellcost/Spell Damage/Mana Regen bonuses for Water. You want to make sure the build can sustain and regenerate health and mana at the rate that you'll be shedding it over the course of normal play, because base HPR and MR in this game are atrocious, and that's by design.

    But be warned! Any item with godlike stats in one area will probably come with terrible costs somewhere else. Buildmaking is thus finding a balance in your gear, carefully weighing pros and cons of various parts of the pool while making sure you meet the skillpoint requirements (which can themselves be altered by gear, as you could see in the first example) for everything you want to use.

    And then you apply these stat bonuses to a specific set of abilities that your class and archetype tree gave you, ideally in a way where all of this stuff synergiezes. And in the name of brevity I've left out the fact that you can alter intrinsic elemental damage spread of weapons, give yourself a special sixth attack depending on that elemental infusion, and give yourself passive abilities as well. Oh, and the crafted gear too.

    Wynn's item and character system is hilariously complicated, once you get into the weeds of it. Entire guilds have risen and fallen merely to study the science of classbuilding. It defies easy explanation. Here is a build with that aforementioned community-beloved Quetz that I found in the wynn discord just now. It's a classic squishy wizard build, but if you can put together a vague idea of how it works and what everything is doing there, then you now understand the wynn building system about as well as you'd need to.

    Comparably, the combat system isn't all too complicated. If you've figured out how to put gear together that won't get you wrecked, you'll be fine. It is very fun, though.

    -

    I noticed you had some more questions in the time it took to write this up, so here's a lightning round:

    Item Acquisition

    Cool things can be found in a lot of places. Dungeon shops are where a lot of your neat things can come from early-game. Do the dungeon a couple of times, spend your reward on neat gear. There are loot chests (not the paid gambling kind) scattered around the map that will reward you with items. Higher-tier chests with higher-tier items are in more difficult to reach places, with the rarest typically being rewards for the map's many scattered microdungeons. Sometimes you have to bring X amount of a certain mob drop to an altar, this will open up a boss that might exclusively drop certain items.

    The item pool is (mostly) a non-serious tutorial where higher level/rarity = better until about level 80, though. That's when you start breaking into the endgame item pool, and at that point player power is far more dependent on build than it is level. This is also about when lootruns open up, which is the endgame activity that can bring you the most. Well. loot. gear and whatnot. Raids are for more esoteric rewards, though many also have their own much more limited item drop pools.

    Class Balance

    The best class is your favourite class, and vice-versa. They're all balanced well enough that it's not really a massive issue, though as a longer term player I can tell you the longer term trends I've noticed:
    • Assassin ping-pongs between being the weakest and strongest class in the game, there's never any in-between. It's been at a low ebb since the queen died, unfortunately. But its day will come again.
    • Mage and Warrior are always the "best balanced" if generally the weakest in terms of raw power. Still, they've been gradually tuning up along with player power as a whole, and they're the friendliest (read: hardest to kill) classes for new players
    • Archer is consistently overtuned
    • Shaman used to be overtuned, but its power has remained stagnant while player power as a whole has creeped up, so it's ironically really well balanced now by sheer virtue of doing nothing
    Overall, power creep has been an issue, but its been an issue on a slowly-over-the-course-of-years timescale. A timescale slow enough that the dev team can retune every enemy in the game to match the creep and not have it be a major issue (they'll be doing this next update). Compared to each other, the classes are, again, really balanced! Some are a bit over/undertuned, but a tuning is all that it is. Nothing to the level where it affects the meta all too much. Archetypes are less balanced. But they're also comparatively new, and every class has at least one stellar path down the tree.

    Universal Abilities

    Every class gets a movement spell, though the exact way it shows up is different per class. These spells help contribute to a playerbase which is very used to Going Fast. very fast.
     
    Last edited: Jul 3, 2024
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  8. SmedgeRt

    SmedgeRt Travelled Adventurer

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    note taken, how about other classes?'
    do these trinkets provide boosts to stats or they give stuff like the nimbus cloud from VH (double jump)
    i thought powders provide elemental boosts do they give other bonuses?
    do these professions provide stuff other than materials like stats (in HSB) or becoming more proficient (stardew valley) or does it make the crafted gear better?
    could you explain the second weakness
    also is every armor craftable (i might guess no but gotta ask) or specific items can get crafted and do they get set bonuses or extra abilities or just stats
    ________________________________
    this is so detailed holy
    very appreciated thanks for the time
     
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  9. hmtn

    hmtn Archivist of the Realm VIP+

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    do feel free to ask if there's something you want more details on! i said this in the post, but it bears repeating that i skipped out on/simplified quiiiiite a bit.
     
  10. SmedgeRt

    SmedgeRt Travelled Adventurer

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    ye i will ask what are the exeptions
    is it like the most common or most early game friendly (the name sounds fun) and ho does it play
    i know this is the logic for wynncrarft players but i have a serious error seeing strength is attributed to earth and and defense with fire, its the opposite in every other game (this is not a question just me confused)
    is it like vault hunters and are all stats guaranteed to roll? and is there a way to tip the scale or upgrade them?
    speaking of upgrades what do special/epic/legendary (whatever) powders do (except the elemental boosts)?
    are there any items that focus 100% on neutral damage (late game if possible)
    yeah i respect that either you build a glass cannon or you make a rock so you gotta mix so you dont end up being useless or burden and do something useful
    god you havent seen trying to understand what the frick dnd is for my first campaign (i was the DM)
    what dungeons/raids should a player prioritize and speaking of dungeons do loot runs prioritize loot like armor or dungeon chest drops?
    same over at Hypixel lmao
    is the problem that updates crank up the difficulty very highly or without buffing classes or is it because the general difficulty curve i am curios
    this post was amazing for someone like me still i gotta ask questions as i need those details
    again thank you very much
     
  11. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    You prioritize whatever is available to you. (at least until the next update drops) you need the be of a certain level in order to be able to access the dungeon/raid, e.g. for the first one (Decrepit Sewers), 36 for Sand-Swept-Tomb, etc. Running a lower-lever dungeon gives you comparatively low amount of xp, so it usually is not worth it.

    Raids are more difficult, take longer and require more people to do, but they give larger item rewards (notably emeralds, materials and tomes), while dungeons are relatively short and give mostly xp.

    (note: haven't done them) Lootruns are for items, specifically gear.
     
  12. SmedgeRt

    SmedgeRt Travelled Adventurer

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    so its not worth it until you level up
    do you need to level up inside them (like the dungeoneering skill in skyblock) or do they unlock based on other stuff?
     
  13. Sir_Doomed

    Sir_Doomed Can't think of anything to put here

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    Except for professions (Used for crafting items), all content unlocks are based just on your combat level. Different parts of the map aren't level-locked, but the content within them (Quests, dungeons, etc) require you to be of a certain level.


    The crafting system is different from the normal gear pool. Killing mobs or opening chests will sometimes drop ingredients. Each ingredient has certain stats, and can be combined (Along with materials from professions) to make custom items. This includes all types of armour and weapons, as well as consumables like potions (Separate from healing/stat pots), food and scrolls. The actual stats of each item will vary based on the ingredients used to craft it.

    Gear in particular has durability. This varies based on the ingredients used to craft it. Better ingredients require higher-level professions to gather, and give more durability to gear and duration to consumables. Using an item will deplete it's durability. When this happens, the stats the item gives will be reduced by an amount dependent on the durability lost. When this happens, the item will need to be repaired (Using scrap, which is obtained by sacrificing other items at a blacksmith), in order to restore it's stats to their original value.
    I don't craft stuff so if this is missing anything could someone else fill that in pls.
     
  14. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    I should've been more exact - running a lower level dungeon when you can/have unlocked a higher level one is generally not worth it. E.g. going to Sand-Swept Tomb (lv. 36) when you have unlocked Ice Barrows (lv. ~45) is pointless.

    You unlock them by completing an associated quest, which has a combat level requirement.
     
  15. Earthbrine

    Earthbrine The Dirt of the Realm CHAMPION

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    Normal pieces of gear aren't craftable, but there are way more unique crafted items than normal items.
    There are almost 4000 pieces of normal gear, while
    there are 8 categories of crafteds, each with 12 sets of base materials. In addition to that, there are 100 - 200 unique ingredients for each category.

    An example of the ridiculousness of crafting is the cooking profession, with its 12*(124^6) unique crafts.
    (43,622,580,928,512 unique crafts)
     
  16. Elytry

    Elytry The Previous Usernames Tab VIP

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    Morph Set is chronically underrated, it's better than decent, it's better than what most players would throw together from just stuff lying around. With a good roll on Morph-Stardust and Morph-Iron, plus a weapon with morph capabilities, it could beat most content even before 2.0 and the era of 'easy'. Since 2.0, it also carries the role of maybe the only armor set that can function in every archetype, so players testing out archetypes and weapons who aren't committed to them can use morph since it's easy, and well-balanced. When experimenting with... stranger... weapon choices, I use Morph to figure out if using the weapon is worth it before making a customized build suited to the weapon's strengths. Anyway, those are my morph thoughts

    Almost no class is good at a certain stage of the game and bad at another. It's more about the types of content that it's particularly focused on. Making generalizations about class in general isn't a good idea, but I'll give the gist of each class and explain from there.
    Archer - ranged, low defense, high mobility, high damage. The glass cannon. The sniper. Pre-2.0 role: Mega Glass Cannon
    - Archetypes: Boltslinger, Trapper, Sharpshooter
    - Boltslinger: Fires arrows everywhere. Can be powerful at range but works best closer than the others as the closer you are, the less arrows will miss
    - Trapper: Gimmick archetype: Lays traps on the ground and summons animals to help you fight. Not very powerful in the endgame right now, but is great at crowd control
    - Sharpshooter: The sniper. Slowly builds up Focus by not missing to increase damage and get massive numbers.
    - Common combinations: Melee Boltslinger's Double/Triple Shot + Sharpshooter's Homing Shots for lots of damage, Trapper with a little sharpshooter abilities, Boltslinger with a few Trapper abilities for extra arrow storm and arrow bomb damage.

    Assassin - stealthy, evades damage, melee, low range, moderate to high mobility, moderate damage, moderate defense. Pre-2.o role: Glass Cannon/Jack of All Trades
    - Archetypes: Shadestepper, Trickster, Acrobat
    - Shadestepper: Uses Vanish to hide from enemies and builds damage. Slowly. Very slowly. Shadestepper's gameplay is locked behind a 5 second cooldown and as such, people complain about it often
    - Trickster: The trickster disappears, then reappears surrounded by clones of themself. Uses spell copies to boost damage, ridiculed for being too tank/supporty. Clones are cool, but Trickster isn't great right now, similar to Shade.
    - Acrobat: The most spell-heavy of the Assassin classes, the Acrobat soars over the battlefield, swooping down, pirouetting. The only archetype in the game whose official gimmick is flight. (Many spells gain additional vertical momentum, and abilities reward being airborne)
    - Common combinations: Trickrobat: A combination of trickster and acrobat that stays in the air and uses acrobat's damage boosts with a mostly trickster tree.

    Mage - loves magic, moderate defense, moderate range, low melee damage, high spell damage, moderate mobility. Pre-2.0 role: Jack of All Trades/Support
    - Archetypes: Riftwalker, Lightbender, Arcanist
    - Riftwalker: Uses melee attacks to build up Winded on enemies which increases damage, while teleporting around and chilling enemies with ice snakes
    - Lightbender: Replaces Meteor with powerful orbs that make your melee attacks more powerful. However, the orbs need to be healed regularly to keep from dying. The Lightbender gains power from healing.
    - Arcanist: Can create an endless cycle of devastating spells capable of damage and restoring mana. Probably the most viable entire archetype.
    - Common Combinations: Riftbender - Uses Riftwalker's winded to build up damage while attacking with Lightbender's orbs. Mostly uses Lightbender's abilities.

    Warrior - high defense, moderate damage, moderate range, moderate mobility, basically a tank. Pre-2.0 role - Tank
    - Archetypes: Fallen, Battle Monk (collequially known as bmonk), Paladin
    - Fallen: Becomes corrupted. While you're corrupted, damage you take boosts your power
    - Battle Monk: Battle Monk, while it doesn't have a central gimmick, upgrades spells and rewards using multiple in quick combos to slice your enemy to pieces. Many of these upgrades boost range, number of hits, and mobility while not modifying or decreasing damage.
    - Paladin: Unkillable. Paladin's entire gameplay revolves around being a tank. I made an entire rework suggestion of Paladin earlier this week. If you want to hear about Paladin's problems, click it in my signature simply because I don't have the energy to write about its problems here after doing it there with some 8 paragraph explanation.
    - Common Combinations: Fallen (Battle) Monk - Uses corrupted to boost damage while taking Battle Monk's spell upgrades. Battle Monk/Paladin - Uses Paladin's abilities for extra survivability while mostly using Battle Monk's spells and mobility.

    And lastly the shaman:
    Shaman - lowest defense, high damage, highest range, lowest mobility, summons totems, gimmick class (ish) Pre-2.0 role - Glass Cannon/Crowd Control
    - Archetypes: Summoner, Ritualist, Acolyte
    - Summoner: Summons summons to help you deal damage. So long as your totem(s) stands, you have an endless stream of puppets!
    - Ritualist: Switches between playstyles at lightning speed with a focus on adaptability. Using masks, The Ritualist can be prepared for any situation.
    - Acolyte: Your totem now drains health from you to give you and allies healing and make you do more damage.
    - Common Combinations: Summoner or Acolyte + Ritualist: Gives you extra damage or extra defense.
    The best place to learn about classes' mechanics is here.
    Okay, guys, you have to remember this guy is used to crafting preset items while we're used to crafting custom items. The preset items can't be crafted with any sort of material, and crafted items are custom, which means you can make them however you want.

    In Wynncraft, crafted items are made at special crafting stations. I've played enough Skyblock to know there are specific recipes you unlock to gain timesaving tool and weapon upgrades, however I'm not an expert. Unlike Skyblock, Wynncraft crafting doesn't use preset recipes that you unlock, simply, you can combine anything. To obtain the preset gear in Wynncraft, you must get via the means that people before me have listed.

    Before I start, Ingredients and Materials are NOT THE SAME.

    There are 11 levels of each material, and there are 8 materials. There are Tier 1 materials, the most common and worst. Tier 2 is slightly better, and Tier 3 is the best. Materials are the base for crafting, but don't influence the special abilities of the item. Materials help determine base durability. The materials you use influence what will be made. (For instance, putting double the string at a woodworking station will result in a bow, while double the wood will result in a wand). Crafting Stations let you see the different base recipes for what you can craft at that station. Materials of the same kind must be of the same tier.

    There are four gathering professions. There are eight crafting professions. Each recipe uses 2 kinds of materials. Profession levels do not influence anything other than crafting and gathering, however there is a good profession rework out there that would add that. However, in its current state, leveling professions is boring, long, and unfun.
    Gathering Professsions:
    Require a tool (axe, fishing rod, scythe, pickaxe). Tools can be bought from the Global Trade Market (remotely from other players) or from Dungeon Merchants (where those players got the stuff)
    Woodcutting - Allows you to get 11 levels of wood and paper. Additionally, you can cut bamboo for the bamboo ingredient and cut trees in the molten heights for a resource that can refined into ingredients.
    Fishing - Allows you to get 11 levels of oil and meat. Additionally, you can harvest nodes near Jofash for ingredients.
    Farming - Allows you to get 11 levels of string and grains. Additionally, you can harvest mushrooms from mushroom logs and sunrise wheat. You can also harvest Voidgloom Roses from Voidgloom, which can be traded for ingredients and trinkets with The Collector who lives in The Void.
    Mining - Allows you to get 11 levels of ingots and gems. You can do something else with mining, but I don't remember what.

    Crafting Professions:
    Require a station. They can be found in cities and housing can have stations as well. 1 station per profession
    Consumable Professions
    All of these create consumables which have charges & duration instead durability. Using a consumable removes a charge and grants a bonus for the duration.
    Alchemism - Craft Potions. Potions' effects are the most potent and they have the least duration. Make potions with oil and grain (equal amount)
    Cooking - Craft Food. Foods' effect is the least potent but they have the most duration. Make foods with grain and meat. (equal amount)
    Scribing - Craft Scrolls. Scrolls' effects are moderate but are applied to all nearby allies. Make scrolls with paper and oil. (equal amount)
    Regular Crafting Professions
    These have durability (as you use them, their durability decreases and they become less effective. Blacksmiths can repair them. Unlike you may think, Crafted Items do not break.) and their skill point bonuses don't help reach the requirements hmtn talked about in their post.
    Armouring - Makes helmets and chestplates. (Uses paper and ingots)
    Tailoring - Makes leggings and boots. (Uses string and ingots)
    Jeweling - Makes rings, bracelets, and necklaces. (Uses oil and gems)
    Weaponsmithing - Makes daggers and spears. (Uses ingots and wood)
    Woodworking - Makes bows, reliks (shaman weapon), and wands. (Uses wood, string, and oil)

    Now, for ingredients.
    Mob drops and special rewards include ingredients. These are what give Crafted Items unique abilities beyond health and damage. Ingredients are the main way you lose durability and duration. (They go down as an item becomes more powerful.)
    You can put ingredients into the items using the 3 by 2 crafting grid. This means in total you can have six (as they do not stack). Powders can be used as ingredients in weapons and armor and give elemental damage conversions along with skill requirements. For armor, they give elemental defence instead of damage. In general, using these are not worth it unless you are doing this early.

    Ingredients have level requirements which allow the Item Team to stop level 1 players from using some absurdly powerful crafted.

    Meta-Ingredients
    A special kind of ingredient exists. These are called meta-ingredients because one or more of their stats effect other ingredients and not the item directly.
    Meta-Ingredients can have normal stats (like Luminous Rune) or not (like Borange Fluff). But what sets them apart is the Ingredient Effectiveness stat. Once you add meta-ingredients, where you put other ingredients in the crafting grid matters. You can test this out with the crafting simulator at WynnCrafter.

    Meta-Ingredients do not affect durability or duration of other ingredients, but do affect other ingredients' skill point requirements along with their stats.

    Reducing an ingredient's effectiveness by exactly 100% nullifies its effect (apart from durability/duration), while increasing it by that much doubles it. With the same logic, reducing an Ingredient's effectiveness by more than 100% percent begins flipping it around. For instance, if you have an ingredient that reduces spell damage by -50 and its effectiveness is being reduced by 200%, it will increase spell damage by 50 instead.

    Salted said something to the effect of this
    If you throw a boulder at a house, the boulder will break the house (it will be fast. lots of damage)
    If you throw fire at a house, the house will burn down. It will be slower (deal less damage)

    If you throw a house at a boulder, the boulder will break. The boulder is not defensible.
    If you throw a house at a fire, it will keep moving past it since the fire is energy and the fire will keep on burning. The fire is defensible.

    Using this logic, it makes almost no sense for fire to be glass cannon-y and for earth to be tank-y.
     
  17. SmedgeRt

    SmedgeRt Travelled Adventurer

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    I might take a while to respond analyze and question all of this, but all say it from here the community here is amazing, thank you for welcoming me as a visitor here
     
  18. SmedgeRt

    SmedgeRt Travelled Adventurer

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    do these dungeons get exclusive loot, materials and ingredients?
    as most common game design gives them exclusive loot so players don't skip them
    a jack of all trades build... interesting
    with those strengths what are the weaknesses?
    do you need to craft those traps or are they magical?
    also do the animals spawn directly or do you need to tame them?
    I might not be the experienced enough to play wynncraft but can I suggest a smoke bomb item as it seems to fit {after doing research you have a smoke bomb ability but still a smoke bomb item would be sick}
    I remember that guy from my first dnd campaign which had (18)+2 dexterity and 5 in acrobatics the map was a frozen cave, the character despite not knowing what ice is started skating (and it doesnt help that he played assassin too) most fun of all because its a cave during combat he basically doesnt touch the ground
    anyway arent there any bosses that restrict mobility?
    its weird to see something named monk and not having "stereotype" monk abilities like most monks in media are built around passivism, and generally have some for of range blocking, magic resistance or parry based damage
    we have over at hypixel a perk that made the tank into easily the most needed class in the game "absorb 80% of the damage from allies around you" that allowed admins to make a low dps high hp class while being wanted but managed to make the power creep horrible as so many bosses later in the dungeons require having a tank
    anyway back to wynncraft, does the paladin have a way to scale damage based on defense and HP or does it have some form reflecting damage
    does this class have to deal with some form of dimension or time travel/manipulation?
    do these cast abilities or just overwhelm the target?
    does this archetype have stuff to do with sacrificial rituals?
    I dealt with vault hunters so I know how random stats act but the recipes are equal, but i get it not only the stats are random they are material dependent
    [cant quote nothing here] so ingredients kinda give external buffs but do they have any ability specific ingredient like idk 20-25% cooldown reduction to X ability?
    I am sure not all ingredients act the same but from my understanding are the 2 examples you gave are the most used in the community
    *confused math specialty high school graduate noises*
    i guess, still doesnt sit right with me but i guess this works
     
    Last edited: Jul 4, 2024
  19. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Minecraft:
    By finishing dungeons you get tokens which you can use to buy some gear. Also they are notably used for purchasing crafting tools and sometimes have other stuff like powders ((Corrupted) Decrepit Sewers) or horse upgrades (also CDS I believe).

    I think there are a few additional exclusive items dropped in an "item rain" which is a few emeralds and sometimes items after a completed raid, but I believe this is hardly an incentive for them.
     
  20. Elytry

    Elytry The Previous Usernames Tab VIP

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    Dungeons are optional, but they give the ability to be replayed to buy weapons, armor and the tools I mentioned earlier.
    It doesn't really have a weakness, it's great at everything, but it's not amazing at anything.
    I should clarify - Anything an archetype does is related to magic or melee combat in some way. So no, you don't craft traps, and no, you don't tame the animals.
    We don't need more consumables than crafteds, health pots, and mana pots. Classes only have one kind of weapon, and I don't expect that to change. It would be weird to create an item for Assassin but not for any of the other classes.
    In Wynncraft, Monks can be pacifist (Bantisu Monks) but in general Monk as a term implies more combat magic than pacifism.
    Tanks are the least needed right now. We do have something similar -- The Guardian Major ID (Special Ability tied to an item). It redirects 20% of nearby allies damage to you. However, Paladin's issue is that it doesn't do damage. Not a lot. People have trying to figure out how to make the Paladin able to have a high dps like the other archetypes without losing its tank identity.
    Nope, the closest thing to 'lore' that Riftwalker has for why it involves air and wind manipulation is the unconfirmed theory that Riftwalkers bend space to make the air leave areas. Since space and time are almost the exact same thing, I'd say it's close enough.
    No abilities, just good ol' knives and wooden fists.
    Not really, you just constantly lose health that empowers your aura spell. The closest thing to 'rituals' is in Wynncraft is the Ritualist Archetype.
    No, ingredients usually don't deal with abilities since Major IDs (Special Abilities tied to items) don't appear on them and there are no ingredients that deal with direct spell cost reduction. Ingredients always work with stats. (There are enough statistics in the game for that to be interesting.)
    100% minus(-) 100% equals(=) 0%.
    100% plus(+) 100% equals(=) 200%.
    100% minus(-) 200% equals(=) negative(-) 100%
    Well, you're not alone! The reason I know Salted's reasoning is because I stumbled on an older thread where people were complaining about fire not being offense and earth not being defense.
    I mean I got a Grimtrap from CUR's item rain that one time but yeah it's usually trash.