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Guide A Comprehensive Guide to Professions (v1.7.3)

Discussion in 'Wynncraft' started by Crokee, May 19, 2020.

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  1. Crokee

    Crokee Nudist poking eyes CHAMPION

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    A Comprehensive Guide to Professions

    Table of Contents
    First Reply
    • Introduction
    • General Profing
    • Definitions
    • Gathering
      • Woodcutting
      • Mining
      • Farming
      • Fishing
      • Tools
    • Best Gathering Locations
    • Crafting
      • Armouring
      • Weaponsmithing
      • Tailoring
      • Woodworking
      • Jeweling
      • Cooking
      • Scribing
      • Alchemism
    • Ingredients
    • Durability
      • Durability Degradation Mechanics
      • When to Repair
    • Profession Augmentation
      • Profession Bombs
      • Gathering XP/Speed Gear
      • GXP Tomes
      • Territory Boosts
    • Using Mods
    Second Reply
    • Efficient Gathering
      • Gathering XP/Speed Gear
      • "Tickskipping"
    • Efficient Crafting
    • Efficient Ingredient Grinding
      • Buying from Merchants
      • Ingredient Grinding Builds
      • No Totems
      • Using Totems
      • Lootrunning for Ingredients
    • XP Decay
      • Gathering
      • Crafting
    • Calculating XP
      • GXP
      • Crafting XP
    • Staying Safe in Hunted Mode
    Third Reply
    • Niche Mechanics
      • Applying Consumables
      • Crafted Roll Probability
      • Ingredient Bias Theory
      • Ingredient Effectiveness
      • Material Tier Refine Rate
      • Powdering Crafteds
    • Current Research
    • Debates on Hunted Mode and Gathering XP/Speed IDs
    • The Prof Tryhard Group and Profession Heaven Guild
    • References


    Introduction
    Professions is content meant for the player to sink in hundreds, if not, thousands of hours into playing Wynncraft. Although not comparable to to Runescape or Skyblock in terms of grinding, professions still takes a long time that the player must be willing to commit to if they desire to reach higher, useful levels. For reference, it took @RadioactiveLava 18 hours to go from lv 1 to lv 110 in 1 gathering profession during dxp weekend with all of it under bombs and hunted mode during 1.19.

    So, you have finally decided to dive into professions... This guide will list out every single feature, mechanic, tip, and trick known to the community to doing professions.


    General Profing
    The maximum level for each skill is Lv 132. As of 2.0, the amount of XP needed to reach max level from Lv 1 to 132 for 1 profession requires 642,697,533 XP [1]. Grind away haha...

    Most people have stated that professions get really boring and grindy starting at Lv 80+. Keep this in mind if you continue towards Lv 100+. The burden eases if you use GXP (Gathering XP) gear and/or GXP guild boosts.

    Most of the money from professions are made by selling T3 Dernic materials, crafting LQ and GXP gear, and to a lesser extent, selling/scraping junk crafted items gained from leveling craftings. It is rare to sell materials in bulk for Lv 80 and under to gain profit from unless for mass housing material needs. Ingredients, although indirectly related to profession grinding, can sell for a lot of money, especially in bulk or from very rare ingredients.

    It is highly advisable to not do professions on your first playthrough without first completing your first playthrough combat wise. This is because the time commitment needed to level professions far exceed the time commitment needed to level combat level and lootrun for gear combined. However said, professions provide an alternative method for gaining money, abet less profit per time invested.


    Definitions
    Many acronyms and dubbed words are stated in this guide. See the spoiler to view their definitions.
    • Cycle: The number of nodes in a location. Usually referred to only 1 type of node at a time. Can be used to denote how many nodes can be harvested before the first node respawns.
    • GXP: Gathering XP. Does not work on XP earned by crafting.
    • Hunter: Player that hunts to kill people in hunted mode that are gathering materials.
    • Ingredient: The item that can be gathered by killing mobs or loot chests. Used as modifiers in crafting.
    • Material: The item that can gathered from the environment. Does not come from mobs. Used as base item for crafting.
    • Node: The block in which a material can be gathered from. Denoted by its type of material.
    • Profer: Player that does professions.
    • Profs: Another word for professions.
    • Prof Party: Parties that consist of Profession XP and Profession Speed bombs. These parties can go on for hours.
    • Refine chance: The chances of obtaining any material from a node. Usually 70-90% depending on level.
    • Ticks/Hits: How many times it takes to swing a tool to harvest a node. Usually 4-7 times.
    • Totemed: The mob where its spawn rates can be dramatically increased by a Mob Totem.


    Gathering
    There are 4 gathering skills: Woodcutting, Mining, Farming, and Fishing. Each skill gives 2 materials, which can be chosen based on left/right clicking on the node as denoted.

    Woodcutting
    Basic definition: Cutting down trees.

    Resources obtained: Wood and Paper.

    Woodcutting is often the favorite first starter to professions. Many players have played vanilla Minecraft, and the first thing they usually do is cut down a tree. This is no different, except the whole tree comes down after a few hits.

    There are usually tens to hundreds of nodes in each place, making cycling much more efficient than other gathering skills. Dernic woodcutting is an exception however due to the spacing of the nodes.

    Mining

    Basic definition: Breaking ores.

    Resources obtained: Ingot and Gem.

    Mining is the next favorite for many players, similar to woodcutting. Minecraft is also about mining, so this is the logical next step.

    There are usually 9-13 nodes in each place.

    Farming

    Basic definition: Harvesting crops.

    Resources obtained: String and Grain.

    When there is a need for food, farming is here!

    There are usually 9-13 nodes in each place.

    Fishing

    Basic definition: Fishing for fish.

    Resources obtained: Oil and Meat.

    When you need a relaxing time, fishing is here. Usually requires patience due to its location in water.

    There are usually 9-12 nodes in each place.

    To gather materials, simply left or right click on the node with the right tool. The node only needs to be clicked on once for it to auto-harvest. During harvesting, the player can open and rearrange items in inventory, look away from the node, jump from their position, and chat. The node can still be harvested even if it is obscured by players, mobs, and blocks. Hostile mobs will not attack the player during harvesting, although after ~8 seconds, they will attack again. The player can also move slightly during each hit animation, although this is often hard to reliably pull off.

    To level up each skill, simply gather their respective materials. Every 10 levels unlocks a new resource to gather, up to Lv 110 for Dernic materials. Thus, the maximum useful level is Lv 110 (barring from faster gathering for Dernic materials maximum of Lv 118).

    Tools
    Each skill requires their respective tools in order to harvest materials:
    • Woodcutting = Axe
    • Mining = Pickaxe
    • Farming = Scythe
    • Fishing = Fishing Rod
    Each type of tool also has different tier levels as well. The player can only use higher tier tools once they reach the required gathering skill level to use the tool. The first and second tier (T1 and T2) can be bought for a few emeralds off of Tool Merchants located at various spots around the world. For T3 to T12, these can be bought off of dungeon merchants or the Trade Market. The list of where these tools can be bought are listed below:
    • T1 (Lv. 1): 4 E
    • T2 (Lv. 5): 12 E
    • T3 (Lv. 15): 1 Decrepit Sewers / Infested Pit Fragments
    • T4 (Lv. 25): 2 Lost Sanctuary / Underground Crypt Fragments
    • T5 (Lv. 35): 3 Sand Swept Tomb Fragments + 1 EB
    • T6 (Lv. 45): 4 Ice Barrows Fragments + 2 EB
    • T7 (Lv. 55): 5 Undergrowth Ruins Fragments + 4 EB
    • T8 (Lv. 65): 6 Galleons Graveyard / Corrupted Decrepit Sewers Fragments + 8 EB
    • T9 (Lv. 75): 7 Corrupted Infested Pit / Corrupted Lost Sanctuary Fragments + 16 EB
    • T10 (Lv. 85): 8 Corrupted Underground Crypt / Corrupted Sand Swept Tomb Fragments + 32 EB
    • T11 (Lv. 95): 9 Fallen Factory / Corrupted Ice Barrows / Corrupted Undergrowth Ruins Fragments + 1 LE
    • T12 (Lv. 105): 9 Eldritch Outlook Fragment / Corrupted Galleons Graveyard + 1 LE
    The higher the tier of the tool, the faster the node harvests.


    Best Gathering Locations

    For most gathering locations, see this thread by @Kokaga (outdated but still fine for the most part) or the wiki: mining, fishing, farming, woodcutting [2-6].


    Crafting

    There are 8 crafting skills: Armouring, Weaponsmithing, Tailoring, Woodworking, Jeweling, Cooking, Scribing, and Alchemism. Each skill requires 2 different materials, and ingredients can be added onto the base item to enhance its features.

    Armouring

    Basic definition: Crafting helmets and chestplates.

    Resources needed: Ingot and Paper.
    Helmet: 1:2 Ingot:Paper ratio
    Chestplate: 2:1 Ingot:Paper ratio

    Weaponsmithing

    Basic definition: Crafting daggers and spears.

    Resources needed: Wood and Ingot.
    Dagger: 1:2 Wood:Ingot ratio
    Spear: 2:1 Wood:Ingot ratio

    One of 3 popular crafting skills. Allows for crafting very godly items that may rival some mythics.

    Tailoring

    Basic definition: Crafting leggings and boots.

    Resources needed: String and Ingot.
    Leggings: 1:2 String:Ingot ratio
    Boots: 2:1 String:Ingot ratio


    One of 3 popular crafting skills. Usually pursued to craft Loot Quality gear.

    Woodworking

    Basic definition: Crafting bows, wands, and reliks.

    Resources needed: Wood and String (bows and wands) or Wood and Oil (reliks).
    Bow: 1:2 Wood:String ratio
    Wand: 2:1 Wood:String ratio
    Relik: 1:2 Wood:Oil ratio


    One of 3 popular crafting skills. Allows for crafting very godly items that may rival some mythics.

    Jeweling

    Basic definition: Crafting accessories.

    Resources needed: Gem and Oil.
    Ring: 1:1 Gem:Oil ratio
    Bracelet: 2:1 Gem:Oil ratio
    Necklace: 3:1 Gem:Oil ratio

    You can make accessories for your gf! Usually pursued to craft Loot Quality gear.

    Cooking

    Basic definition: Crafting food.

    Resources needed: Grains and Meat. (1:2 ratio)

    You can become Chef Hamsey! This type of consumable usually provides very long durations (~15-45 min) for small stat boosts. Usually pursued to craft Loot Quality consumables.

    Scribing

    Basic definition: Crafting scrolls.

    Resources needed: Paper and Oil. (1:1 ratio)

    This type of consumable usually provides buffs for everyone within 10 blocks, spherical, of the user for small stat boosts. Usually pursued to craft XP or "aura" consumables.

    Alchemism

    Basic definition: Crafting potions.

    Resources needed: Oil and Grain. (1:2 ratio)

    This type of consumable usually provides very high stat boosts for short durations (5-15 min). Usually pursued to craft war consumables.

    Here's a graphic made by @Libraeum on how each material relates to each crafting profession [7]:

    [​IMG]
    Figure 1. Graphic on how each material relates to each crafting profession. Slightly modified by @Bart (MC) to include Oil for Woodworking.

    Each crafting skill requires materials of the same level. There are 4 ranges of levels you can choose from:

    • 0-3
    • 3-5
    • 5-7
    • 7-9
    Add this to the level of materials you are using.

    The only exception to this are Sky (Lv 100) and Dernic (Lv 110) materials. Sky materials can only be used to craft for levels 100-103, and Dernic materials can only be used to craft for levels 103-105. Thus, the maximum useful level is Lv 103.

    The tier of materials can be mixed for more boosts, but the type of material must all be the same tier. For example, to craft a lv 1-3 bow, you can use 1 T1 Wood and 2 T2 String, but not 1 T1 Wood, 1 T1 String, and 1 T2 String.

    The amount of materials being used for crafting can be reduced by half, rounded down, when crafted during a Profession Speed bomb.
    For more information on how to maximize XP gain per craft, see the second reply.


    Ingredients

    There are over 500 ingredients that can be used across all crafting skills. On average, about 100 ingredients can be used for each specific crafting skill. For more information and stats of these ingredients, see Wynndata and/or Wynnbuilder and filter to ingredients and/or crafting skill [8] [9].

    Each crafting can use up to 6 ingredients. Ingredients are inserted by rows in descending order. If you do not want an ingredient in a certain slot, simply click it to remove it.

    Ingredients offer a multiplier based on the level and tier of the ingredient. Regardless of the level and tier of the ingredient, when filling up all 6 of the ingredient slots per craft, you will gain a minimum of 10 times more XP than without using ingredients. Thus, it is always advisable to use ingredients, even if they are severely underleveled. Powders count as level 1 ingredients, regardless of tier.

    For more information on the most efficient way of grinding ingredients and their XP gains, see the second reply.



    Durability
    This spoilered information is extremely outdated and more research needs to be done on the new durability degradation mechanism. However, 2 things can be confirmed:
    • Durability degrades much slower than before depending on how mobs attack you.
    • Accessories only degrade by moving. Getting hit by mobs doesn't count anymore.
    @creature made a great comprehensive guide on the durability mechanics [10]. This section will only summarize his findings in addition to adding on other findings he had not mentioned or that have changed.

    Durability Degradation Mechanics
    Durability can degraded in various ways depending on the type of gear:
    • Armor:
      • Every ~360 blocks traveled horizontally, 1 durability will be lost. Vertical movement does not matter, including jumping and falling.
      • Every damage you take by a mob, 1 durability will be lost. This includes if agility activates (need confirmation, may have changed in 1.20+). Environmental damage does not count.
    • Accessories:
      • Every ~360 blocks traveled horizontally, 1 durability will be lost. Vertical movement does not matter, including jumping and falling.
      • No durability is lost for taking damage.
    • Weapons:
      • Fast attack speed: Every 25 melee or 15 spells casted, 1 durability will be lost.
      • Normal attack speed: Every 20 melee or 12 spells casted, 1 durability will be lost.
      • Slow attack speed: Every 15 melee or 9 spells casted, 1 durability will be lost.
      • Durability will not be lost for Warrior weapons if the melee casted doesn't hit any mobs (need more confirmation).
    At about 45-50% durability remaining, the item will start to degrade a bit. Then at "about 10% durability remaining you'll have 50% 'item effectiveness' remaining and the degrading starts going a lot faster. At 0 durability your item will have 10% 'item effectiveness' left." This 'effectiveness' affects all stats, including HP and base damage. It is unclear whether base elemental defenses are also affected, but they are suspected not to.

    In addition, the percent effectiveness on IDs causes the degraded IDs to rounded down. For example, suppose there is a crafted wand with +1 Attack Speed Bonus. Upon reaching 99% effectiveness, this ID will instead be +0 Attack Speed Bonus, which will render the wand's stats useless. However, when hovering over the item, the ID will still show as +1 Attack Speed Bonus, when in reality, checking the player compass stats will show as +0 Attack Speed Bonus, or rather nothing since the compass never shows +0 IDs.


    When to Repair
    To repair items, simply go to the blacksmith and click on the repair option. You do not need to carry scrap with you to repair, as long as there is scrap in your bank.

    Repair costs are determined by a base repair cost and a used repair cost. The base cost is the cost to repair even if you only lost 1 durability. The used cost is the cost to repair for the lost durability. These costs have not been determined yet on how it's calculated exactly, but the blacksmith will tell you either way.

    It is advisable to only repair when your item effectiveness is around 50% or lower.


    Profession Augmentation
    There are four categories to augment profs, of which all of them are multiplicative to each other.

    Profession Bombs
    There are currently 3 profession-related bombs available in the Wynncraft store:
    • Profession XP: Doubles profession XP for 20 minutes.
    • Profession Speed: Halves the time needed to gather resources and regenerate their nodes for 10 minutes. Also halves, rounded down, the amount of materials (not ingredients) needed to craft an item.
    • Ingredient: Gives 2 random ingredients and 6 random materials based on your respective profession level:
      • Each ingredient is randomized independently, and the ingredient received will be of a level within 5? levels of your crafting profession based on the chosen randomized crafting profession.
        • Example: 4 Lv 100 craftings + 4 Lv 5 craftings will yield a 50% chance to receive a Lv 95-105 ingredient that can be crafted by those 4 Lv 100 crafting professions, and a 50% chance to receive a Lv 1-10 ingredient that can be crafted by those 4 Lv 5 crafting professions.
      • 6 materials received will be of the same type and tier. The type will be based on your gathering profession based on the chosen randomized crafting profession. If your gathering profession is within 5 levels of the next type of materials, the materials received will be of the next type of material.
        • The tier received is currently assumed to be of equal chance. This can be a viable way to get T3 materials very easily.
        • The type of material within a gathering profession is also randomized.
        • Example: 2 Lv 100 gatherings + 2 Lv 5 gatherings will yield a 50% chance to receive 6 Lv 100 materials that can be gathered by those 2 Lv 100 gathering professions, and a 50% chance to receive 6 Lv 10 materials that can be gathered (well until you level up 5 more times) by those 2 Lv 5 gathering professions.

    Gathering XP/Speed Gear

    Gathering XP, like the regular XP ID, increases the amount of XP obtained through gathering professions. Gathering Speed increases the speed of gathering materials. Gathering Speed does not cause nodes to regenerate faster however. These IDs are available as ingredients, Gathering Tomes, and guild boosts, and are categorized separately.

    These IDs were leaked during the 1.19 update and even at one point were accidentally released for a few hours before being reverted. They are officially implemented as of the 1.20 update.

    For more information about the best GXP setup for professions, see the second reply.

    GXP Tomes

    There are three GXP tomes: one from Orphion's Nexus of Light (NoL, 5%), one from The Canyon Colossus (TCC, 10%), and one from The Nameless Anomaly (TNA, 15%) A total of 30% GXP can be obtained from two tomes from TNA. This GXP is multiplicative on top of other GXP bonuses.

    Territory Boosts
    When a certain guild owns a territory over a profing location, that guild has the ability to boost GXP up to 100% multiplicative, for any of their guild members who happen to gather at that location.

    In reality though, most guilds will not let anyone join to take advantage due to the high cost of having to maintain the boost for the guild. The only exception is [PROF], a guild started by profers to allow anyone to enjoy GXP boost only for Dernic gatherings.

    Using Mods

    If using mods fancy you, there are a few mods that can help you do professions.

    Wynncraft Inventory Management 2 helps identify items in your inventory quickly [11]. It also includes a separate GUI menu that contains all the items in the game, including ingredients and tomes. There is also a built in crafter and class build as well with cross-function support with Wynnbuilder.

    Wynntils/Artemis is a general Wynncraft enhancement experience, ranging from chat filters to GUI changes to making playing Wynncraft more intuitive [12].
     
    Last edited: Nov 28, 2024
  2. Crokee

    Crokee Nudist poking eyes CHAMPION

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    Now onto the more complicated stuff!


    Efficient Gathering
    There are several ways to increase XP and efficiency when it comes to gathering, all of which are multiplicative of each other:
    • Profession Augumentation (these are additive together) (up to x4)
      • Using Profession Bombs (x2)
      • Using Discord linking (x2)
      • Double XP Weekend (x2)
    • Using Hunted Mode (50% = x1.5)
    • Using GXP tomes (up to 2 x 15% = x1.3)
    • Using GXP consumables (variable)
    • Using territory boosts from guilds (up to 100% = x2)
    • Using GXP gear (up to 156% with reasonable durability = x2.64)
    These below are ways to gather more efficiently:
    • Level up gatherings (up to lv 118)
    • Higher tier tools (up to T12)
    • Higher number of nodes in an area
    • "Tickskipping"
    The last ones in each section will be discussed in more detail down below.

    Gathering XP/Speed Gear
    As of 1.20, GXP gear has been released. It is highly recommended to obtain a GXP set if you decide to grind well into Lv 100+ gatherings. Listed below are the recipes for common, high GXP gear with a maximum of 164% GXP without consumables (compiled by @JKLDragon):

    It is recommended to use the 24% guaranteed Armoring recipe and the cheap Walk Speed accessories over other variations due to not having to worry about low rolls in addition to having more Walk Speed to do professions faster.

    It is not recommended to make Gathering Speed gear as these are only found on ingredients relating to consumables and are often a pain to get with very little benefit.

    "Tickskipping"
    Due to a lack of better words, I will dub this technique as "tickskipping". Tickskipping allows you to skip 1 tick from each node, which will increase your efficiency in gathering materials. To perform this technique:
    1. Stand in an area where you can reach the most number of nodes within a 4 block radius from you.
    2. Click on a node.
    3. As the gathering animation starts, look at the next node.
    4. Continue clicking on the next node.
    5. Repeat for as many nodes as there are within your range.
    Ideally, all the nodes should be together within your range so that you don't have to move. Of course, this isn't the case. To solve this, stand in the least number of spots where you can harvest all the nodes, while also making sure that your reach to the next node isn't blocked by another node.
    [​IMG]
    Figure 2: Reaching range in Dernic Farming spot. Purple represents Dernic Seed nodes, red represents the player, and green represents the player's reach.

    [​IMG]
    Figure 3. One path to gather Dernic Seeds. Purple represents Dernic Seed nodes, red represents the player, green represents the player's reach to harvest nodes, blue represents the player's movement, and orange represents the player's viewpoint turning to the next node. Assuming each node takes 5 ticks to harvest, this path barely completes the entire cycle before the next node spawns, giving an extra 1 node per cycle (60 seconds vs 65-70 seconds).

    You can also combo this by moving yourself a bit each time you auto-click a node. When the animation of clicking a node does a hit, tap one of your movement keys to move up to ~0.2 blocks per hit. Move too far or too slow and the animation stops, and the harvesting resets. As long as you are in range, the node will keep auto-harvesting. This technique is hard to pull off and often times are not worth the extra 1-2 seconds saved due to the unreliability of making sure nodes continue harvesting, while also making you restart your harvesting.


    Efficient Crafting
    As said earlier, ingredients offer a multiplier based on the level and tier of the ingredient. All 6 slots must be filled up in order to gain the maximum amount of XP per craft. Any ingredient works, but due to the level and tier of ingredient affecting XP multiplier, it is advisable to collect ingredients near your crafting level. Powders count as T0 level 1 ingredients, regardless of tier. However said, most ingredients can be difficult to grind efficiently, even with recommended ingredients to grind listed below. @SmileAndWaveBoyz made a great guide on how much materials and ingredients you need to level up any specific crafting profession as of 1.19 [13].

    In general, his guide aims for ingredients that are extremely easy to grind, at a cost of having to use a little bit more materials to craft. His reasoning is because getting materials is much easier to get than gathering ingredients, due to both speed bombs and reliability in obtaining materials when compared to gathering ingredients. He did not use XP/Speed bombs for leveling between 1-50 for all craftings, and then used both bombs for leveling between 51-103. Note that as of 1.20, leveling low level profs are much easier than his guide due to changes in the XP curve, so the numbers listed are slightly higher than expected.

    It is always advisable to use any ingredient over no ingredient for XP. For example, using Lv 1 Rotten Flesh on Dernic materials yields far more XP than that of using Dernic materials without ingredients. As such, if one were to be lazy in obtaining higher level/tier ingredients, one could buy ingredients for any craftings from the Confectionary Merchant located in Levtus Airbase to level while still possibly gaining a slight profit selling the crafteds back to the blacksmith. It is also a viable strategy to use these ingredients for leveling past Lv 100 up to 132.

    Always choose the highest level range when available while crafting, as it is found that the higher the level range (the arrows during crafting), the higher the XP gain [14].


    Efficient Ingredient Grinding
    Farming the right ingredients are essential to leveling up in the most efficient way possible. What is also just as important is how to farm these ingredients.

    Buying from Merchants
    The easiest and most efficient way to get ingredients is actually buying from NPC merchants. About a third of the ingredients used to level low level craftings can be bought from merchants, while mid-level craftings can be bought entirely from the Confectionary Merchant. Below is a list of recommended ingredients that can be bought from merchants:

    The number in parentheses indicated the level of ingredient. All these ingredients are T0.
    • Rotten Flesh (1) (3e)
    • Potato (1) (2e/1 Gold Bar/4e)
    • Fresh Water (5) (1 Gold Bar)
    • Soft White/Red/Yellow/Green/Blue Wool (10) (1 Gold Bar)
    • Bone Meal (21) (6e)
    • Gold Bar (31) (16e)
    • Zombie Eye (54) (12e)
    • Anything from the Rymek merchant (30s) (15-25 Gold Bars)
    • Anything from the Confectionary Merchant except Letvus Delight (60s) (20-28e)
    For the ingredients that require Gold Bars as currency, you can buy 4 potatoes for 8e total and trade it for 1 gold bar at the merchant in Rymek, which is 50% off the regular price of 16e per.

    Ingredient Grinding Builds
    The higher the loot bonus, the higher ingredient drop rates there will be. The only exceptions are Royal Bug's Blood and Gollier Iron, as these ingredients drop 100% of the time at about 100% loot bonus. Here are some options compiled by @JKLDragon:
    Alternative gear replacements include Diamond Dust over Discoverer, Bronze Basic Ring over Old Keeper's Ring, Bronze Basic Bracelet over Knuckle Bones, Emerald Pendant over Hexed Amulet, and any Wybel weapon over Deja Vu. Of course, you can mix-and-match crafteds within the build as needed.

    Loot Quality gear from Tailoring can work as a Loot Bonus set. It is found to be that one Loot Quality % equals one Loot Bonus % with regards to ingredient drop rates [15].

    No totems
    The majority of players do not have ranks, and as such, do not have totems. Arguably, if you don't have totems or can't get people to place totems for you, getting ingredients are significantly harder than those with totems. Rely on either buying on the Trade Market or NPC shops such as the Confectionery Merchant on obtaining ingredients.

    Using totems
    Totems are best used when there are multiple mobs within an area to be totemed. The best way to significantly increase mob spawn rates are through this method listed below:
    1. Find players to grind with you, if possible. More players within the range of totems will increase spawn rates significantly.
    2. Gather at least 3 mobs that drop the desired ingredient to the spot to be totemed. The spot works better if the spot is in a cave or semi-walled-off area (a pit works better).
    3. Place totem.
    4. Wait until mobs spawn in the middle of the totem.
    5. Start killing.
    Only mobs that are hostile or neutral can be totemed. There are also some cases where hostile mobs cannot be totemed at all, such as Nivla Spiders.

    Remember that if you do not have a rank but wish to use totems, there may be people that are willing to place totems down for you. Just remember that they cannot ask to be paid in return (paying emeralds for totems is bannable!).

    Lootrunning for Ingredients
    Although not as efficient as directly grinding for ingredients, lootrunning can be an alternative for grinding ingredients, though it is highly not recommended. Some ingredients can be found in bulk in popular lootrunning spots, given enough looted chests.


    XP Decay
    XP decay only occurs when you are over-leveled with respect to the level of material you are about to use.

    Gathering
    XP decay occurs when you are at least 10 levels over the material level. For example, gathering Sky Wood when you are Lv 110 will activate it. The values of XP decay are currently unknown, but it is suspected to decrease XP gain by 5% of the base value for every level up to 65%.

    Crafting
    XP decay occurs when you are over-leveled, but it is unclear at what level for the low level craftings. For Dernic materials, XP decay occurs starting at Lv 118 and continues to decrease further up to ~Lv 124. Just like gathering, the values of XP decay are currently unknown, but it is suspected to decrease XP gain by 10% of the base value for every level up to 50% before slowing decay down to ~65%.


    Calculating XP
    This entire section does not have evidence to back it up, only random, small evidence here and there in addition to anecdotes, except for the differences in material tier, ingredient tier, and level ranges.

    The formula for calculating total XP is as follows:
    Code:
    Base XP * Decay Modifier * Multiplier
    Where Base XP is the base XP earned from a node with a certain material or crafting without any ingredient, Decay Modifier is the decay observed from over-leveling (XP decay), and Multiplier is any multiplier that increases the XP gained. This formula is the same for both gathering and crafting professions, but the modifiers are treated differently.

    GXP
    The Decay Modifier is assumed to be calculated approximately by:
    Code:
    1 - 0.05 (Lv - Material Lv + 9)
    Where Lv is your Gathering Lv and Material Lv is the level of the material being gathered. Decay starts when this modifier is less than 1 (10+ levels above from the level of material) and the value cannot be greater than 1 nor less than ~0.35.

    The Multiplier is calculated by:

    Code:
    (1 + XP Bomb + Discord XP + DXP Weekend) * (Hunted * 1.5) * (1 + GXP Gear) * (1 + GXP Tomes) * (1 + GXP Guild Boost)

    Assuming maximum boost, you can achieve a multiplier of ~55, without the use of GXP consumables:
    Code:
    (1 + 1 + 1 + 1) * (1 * 1.5) * (1 + 1.64) * (1 + 0.24) * (1 + 1.8) = 55
    Crafting XP
    The Decay Modifier is assumed to be calculated approximately by:
    Code:
    1 - 0.1 (Lv - Crafting Lv + 12)
    Where Lv is your Crafting Lv and Crafting Lv is the maximum level of the item being crafted. Decay starts when this modifier is less than 1 (13+ levels above from the maximum level of the item being crafted) and the value cannot be greater than 1 nor less than ~0.5.

    The Multiplier is assumed to be calculated approximately by:
    Code:
    (1 + XP Bomb + Discord XP + DXP Weekend) * [(MaterialA Amount * MaterialA Coefficient + MaterialB Amount * MaterialB Coefficient)/(MaterialA Amount + MaterialB Amount)] * ∏(Ingredient Coefficient)

    Where Material Coefficient is the XP modifier for each different material, and Ingredient Coefficient is the XP modifier for each different ingredient upon crafting. The Material Coefficient and Ingredient Coefficient are currently unknown. The Ingredient Coefficient is suspected to be similar to Material Coefficient but is also affected by XP decay in some way. MaterialA Amount and MaterialB Amount are not affected by a speed bomb.

    Calculating this is a little bit difficult. Let's assume a Lv 103 (Dernic) bow using 6 T2 Wood, 12 T1 String, 1 T3 Lv 100 ingredient, and 5 T0 Lv 50 ingredients crafted under an XP bomb. The formula is then:
    Code:
    (1 + 1) * [(6 * T2 Lv 110 Coefficient + 12 * T1 Lv 110 Coefficient)/(6 + 12)] * (T3 Lv 100 Coefficient) * (T0 Lv 50 Coefficient (with XP decay))^5
    The formula above may be off due to recent findings on how the tier and number of ingredients and materials play a role in calculating XP. In a recent study, the multipliers for using certain number and tier of ingredients are as follows [16]:

    • Tier of ingredient
      • No ingredient: 1
      • T0: 2
      • T1: 2.5
      • T2: 3.5
      • T3: 5
    • Number of ingredients
      • No ingredient: 1
      • 1 ingredient: 2
      • 2 ingredient: 4
      • 3 ingredient: 6
      • 4 ingredient: 8
      • 5 ingredient: 10
      • 6 ingredient: 12
    These multipliers are assumed to be multiplicative of each other. For example, using 2 T3 Lv 100 ingredients in a craft will give an XP modifier of 5*4 = 20 over the base craft. The Lv 100 ingredient is multiplied onto this XP modifier, but calculating this coefficient is difficult to obtain.

    For materials, the multipliers for using certain tier of materials are as follows [16]:
    • Tier of material:
      • T1: 1
      • T2: 2
      • T3: 4
    These multipliers are assumed to be also multiplicative on top of the ingredients.

    Level ranges also influence XP gain when crafting as well. The higher the level range chosen (the arrows), the higher the XP gain as well [14]. It is not known how much gain there is throughout all level ranges.

    An analysis was not done on mixing ingredients levels/tiers and material tiers, but the multiplier is assumed to be an average of all the ingredients and materials, calculated separately for each tier/level.

    Staying Safe in Hunted Mode

    Hunted mode is a toggle-able mode available after the completion of A Hunter's Calling quest (Lv 103). Completion of this quest also unlocks Hunted challenge mode for new class creation, where the player is permanently in Hunted mode. This mode allows for a x1.5 multiplicative increase in all XP earned by killing mobs and gathering professions, at a cost of being able to drop 10% or more of your ID-ed items.

    It is essential to get an untradeable build. This build consists of items that are untradeable and/or mythics. Horses also do not drop while in hunted mode. The gathering tool drops only if you die below 8(?) soul points. The rest is fair game.

    If you are gathering at Lv 1-70 areas, it is almost always free of hunters. Lv 80 spots may have hunters, but they very rarely come by. Hunters usually hunt in Lv 90, 100, and especially 110 spots.
     
    Last edited: Nov 28, 2024
  3. Crokee

    Crokee Nudist poking eyes CHAMPION

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    Oh no we're not done yet! These next up are niche mechanics and other miscellaneous stuff.


    Niche Mechanics
    Applying Consumables
    There are 4 different types of consumables:
    • Crafteds: Alchemism, Cooking, Scribing
    • Those sold from NPCs
    Each of these are stackable amongst each type, meaning every single stat from the consumable will be added into your stats.. In addition, consumables sold from NPCs are stackable with everything, including amongst each other.

    When applying consumables that are of the same category (other than those sold from NPCs), these consumables are stackable as long as the stats are different. If some or all the stats on each consumable are the same from each other, only the one that is used first are considered. In addition to this, if the first one's duration runs out but the second one does not, the second one's stats does not get reapplied to fill in the gap. For example, assume the following consumables applied in order from first to last:

    • Cooking: +10% Spell Dmg
    • Scribing: +10% Spell Dmg
    • Alchemism potions:
      • +10% Spell Dmg, +2 Agi
      • +20% Spell Dmg, +2 Def
      • Potion of Agility (skill pot): +71 Agi, +50% Walk Speed
    The overall stat increase will then be:
    • 10 + 10 + 10 = +30% Spell Dmg
    • 2 + 71 = +73 Agi
    • +2 Def
    • +50% Walk Speed
    Notice how the +20% Spell Dmg from the second Alchemism potion did not get added, but the +2 Def did. Since there was already a % Spell Dmg in Alchemism, the second one's % Spell Dmg does not get added. However, since there was no +Def in the first Alchemism potion, the second one's +Def does get added. Because of this, the second potion will lose 1 charge.

    When using scrolls, the scroll's charge will be used up if anyone within the scroll range does not have any 1 of the scroll's stat buff, even if the user already has the scroll applied onto them.

    Crafted Roll Probability
    Roll probability in crafteds is treated in the same way as roll probability in regular, non-crafted items, except that the roll probability is calculated on each stat on each ingredient before adding up the overall roll probability [18]. In addition, ingredient effectiveness is applied after calculating the chosen value, rounded down. For example, using the 12% max GXP at 1/16 chance Walk Speed accessories, there is a 1/2 chance to obtain a 2% GXP roll on each ingredient x4, which then adds up to 1/16 chance for a max roll. It is impossible to get a 5%, 7%, 9%, or 11% roll on this recipe due to this mechanic.

    In addition, when there are more than 2 possible rolls on a stat on an ingredient, there is a hidden mechanic on determining roll probabilities. This mechanic functions the same exact way as that of identifying regular items:

    1. Base integers ranging from 0-100 are evenly distributed between the maximum and minimum value of the stat.
    2. Select a base integer.
    3. These base integers then convert into their corresponding values.
    4. Round to the nearest corresponding value of the stat.
    5. If there are any ingredient effectiveness, apply it and round down.
    6. Repeat steps 1-5 for all stats on an ingredient.
    7. Repeat step 6 for all ingredients.
    For example, given an ingredient "with values 2-4, 25 base integer values fall between 2-2.5, 50 base integer values fall between 2.5-3.5, and 25 base integer values fall between 3.5-4". This then corresponds to a 25% chance of obtaining a value of 2, 50% chance of a value of 3, and 25% chance of obtaining a value of 4.

    Ingredient Bias Theory
    First theorized by @Sir7alot and 1 other person, the ingredient bias theory is a theory where certain ingredients of a certain crafting profession are more biased to spawn in loot chests based on the highest level of the player's crafting profession. In addition, the ingredient that spawns in a chest is first determined by the tier, followed by the crafting profession chosen, with bias towards the highest crafting profession of the player in term of raw XP, then by the closest level ingredient to the level of the chest. Although there has been no real data collection on these, there has been massive anecdotal evidence and observations of these from @Sir7alot, including of my own.

    The best way to describe this theory is by using an extreme example like Lunar Charms. Lunar Charms are one of the few ingredients where it is common to find them in chests they shouldn't belong in, or at least that what would many assume. A player could find a Lunar Charm in a Lv. 70 chest even though the ingredient is Lv. 38. The only reason this is possible is because there are only 2 T3 Scribing ingredients closest to a Lv. 70 chest that can spawn in loot chests:
    • Plane of Nonexistence: T3 Lv. 105 -> 35 level difference
    • Lunar Charm: T3 Lv. 38 -> 32 level difference
    There are no other T3 Scribing ingredients closer to Lv. 70 other than these 2 ingredients. Ingredients that cannot spawn in chests do not count Since Lunar Charms is closer to Lv. 70 than Plane of Nonexistence, the chest can spawn Lunar Charms.

    How do you force a Lunar Charm to spawn more often then? Make sure your Scribing level is the highest crafting level, or at least make sure it has the most cumulative XP than that of other crafting professions, even if it just beats the second highest by 1% of a level. Then, lootrun chests between Lv 33 to Lv. 71. Why these levels? Again, Plane of Nonexistence is Lv. 105, and on the opposite end is Ectoplasm, which is Lv. 26. The minimum and maximum levels where Lunar Charms will spawn more will therefore be Lv. 33 to Lv. 71.

    But what about the other crafting professions that Lunar Charm can be used in (Alchemism and Jeweling)? These can also be abused by their respective crafting profession as well, but with less efficiency. Let's take a look at the previous and next T3 ingredient between Lunar Charms that can spawn in chests:
    • Alchemism:
      • Major's Badge (Lv. 80)
      • Ectoplasm (Lv. 26)
      • Possible Lunar Charm level range: Lv. 33 to Lv. 59
    • Jeweling
      • Large Lapis (Lv. 49)
      • Stolen Pearls (Lv. 36)
      • Possible Lunar Charm level range: Lv. 37 to Lv. 43
    Notice the smaller range of chests that can spawn them for these crafting professions. Because of this, it is more preferable to level up Scribing than either Alchemism or Jeweling. However, since loot chests can still spawn other ingredients of other crafting professions abit with lower probability, it is still preferable to farm Lunar Charms where all 3 crafting professions overlap for the highest chances. For Lunar Charms, it is Lv. 37 to Lv. 43.

    This method will also spawn a lot more Scribing ingredients for lower tiers as well. But what if need Lunar Charms, but you do not want a bunch of Scribing ingredients? You can still use this theory for a different crafting profession, say Alchemism. Just note that when opening Lv. 70 chests, there will be a lower probability of Lunar Charms spawning because Alchemism has another T3 ingredient that is closer to Lv. 70: Major's Badge.

    Ingredient Effectiveness
    There are some ingredients that provide bonuses to ingredients being placed in certain positions relative to the ingredient effectiveness ingredient. Most usually do not provide its own stats, but rather boosts or nerfs other ingredients. These ingredients can be used to boost certain ingredients beyond slapping the same ingredient 6 times, nullify certain ingredients to only influence the crafted item's durability, or even flip ingredients. It is important to note that ingredient effectiveness does not influence durability/duration modifiers nor ingredient effectiveness modifiers, and instead they only affect IDs, including skill point requirement modifiers.

    When calculating the end result ID, it is important to note that the calculation must round down. For example, boosting an ingredient that gives +1 Mana Regen/5s by 75% will still make the ingredient +1 Mana Regen/5s.

    Flipping ingredients is essentially turning a positive ID into an negative ID and vise-versa. To do this, the total ingredient effectiveness modifier on the ingredient must be less than -100%. For example, having -200% ingredient effectiveness on an ingredient that gives -1 Mana Regen/5s will in turn make the ingredient give +1 Mana Regen/5s.

    To nullify an ingredient and only take its durability/duration modifier and/or its ingredient effectiveness modifier, simply give the ingredient -100% ingredient effectiveness.

    Here are some examples of using ingredient effectiveness ingredients in recipes:

    • 1/16 chance 12% GXP accessory: https://wynnbuilder.github.io/crafter.html#19c9cAEAEAEAE9m91
      > Ring Lv. 103-105 (3✫, 3✫)
      > [Lunar Charm | Lunar Charm
      > Soul Stone | Soul Stone
      > Soul Stone | Soul Stone ]

      Notice that despite each ingredient getting +66% effectiveness, the overall end result is as if each ingredients' GXP minimum value is getting +0% and the maximum value is getting +50%. This is the concept of rounding down. Also notice that ingredient effectiveness modifiers cannot be affected by other ingredient effectiveness modifiers.
    • "Flappis" (Huge +int with minimal -% Spell Damage drawbacks): https://wynnbuilder.github.io/crafter.html#19X9k9f9X9f9f9n11
      > Necklace Lv. 103-105 (1✫, 1✫)
      > [ Large Lapis | Obelisk Core
      > Major's Badge | Large Lapis
      > Major's Badge | Major's Badge]
      Notice that both Large Lapis are being flipped.
    For more information, try playing around on Wynndata, Wynnbuilder, or Wynncraft Inventory Manager mod with these ingredient effectiveness ingredients and experiement with them.

    Material Tier Refine Rate
    The base refine rate is the chance of getting any tier material from a node. The rate is determined by the level of gatherings to the level of the material being gathered. It is estimated to be between 70-90%, starting with 70% with the gathering at the same level as that of the level of the material being gathered, and then increasing by 2% per level up to 90% at +10 levels [need evidence]. For example, being Lv 118 gathering Dernic will yield an 86% base refine rate, while 90% for any other lower level material.

    The tier of the material obtained is further determined through chance. There is a 89% chance of getting T1, 10% chance of getting T2, and a 1% chance of getting T3 [19] [20].

    Combining both values together using the same previous example, there is a 86% * 89% = 76.54% chance to obtain T1, 86% * 10% = 8.6% chance to obtain T2, and 86% * 1% = 0.86% chance to obtain T3.


    Powdering Crafteds
    This mechanic works very oddly and unintuitively. When using powders as ingredients and then later applying more powders as powder slots, the powders being applied as powder slots are applied FIRST before the powders as ingredients are applied. Both types of powderings are applied in the usual order afterwards. For a much longer and better explanation with worked out examples, see this thread [21].


    Current Research
    • N/A

    The Prof Tryhard Group & Profession Heaven Guild
    The Prof Tryhard Group is a Discord community server where we discuss anything prof related. This includes requests for materials/ingredients/crafting, trade market, and perks for those that rank up higher in professions. Much of my work in this guide comes from compiling experiences from my own and many other 'Prof Tryhards' in the community. It is open to the public, and anyone of any level can join. DM @Crokee#0197 or most any other prof tryhards for the link!

    In addition, we also have a guild called Profession Heaven [PROF] that works in conjunction with the server. As said earlier, this guild provides GXP for all Dernic gatherings. There are no requirements to join to take advantage of this. Please see this thread for more info [22].


    References
    [1] https://forums.wynncraft.com/threads/accurate-profession-xp-curve-axe-inaccuracy.306399/
    [2] https://forums.wynncraft.com/threads/list-of-places-to-gather-materials.239484/
    [3] https://wynncraft.fandom.com/wiki/Mining
    [4] https://wynncraft.fandom.com/wiki/Fishing
    [5] https://wynncraft.fandom.com/wiki/Farming
    [6] https://wynncraft.fandom.com/wiki/Woodcutting
    [7] https://forums.wynncraft.com/threads/profession-material-chart.239436/
    [8] https://www.wynndata.tk/items/
    [9] https://wynnbuilder.github.io/
    [10] https://forums.wynncraft.com/threads/a-comprehensive-guide-to-durability-degration.268548/
    [11] https://www.curseforge.com/minecraft/mc-mods/wynncraft-inventory-management
    [12] https://wynntils.com/
    [13] https://forums.wynncraft.com/thread...ls-and-ingredients-you-need-completed.267977/
    [14] https://forums.wynncraft.com/thread...ssion-xp-gain-using-only-level-ranges.315202/
    [15] https://forums.wynncraft.com/threads/loot-quality-and-ingredient-grinding-should-you-use-it.270102/
    [16] https://forums.wynncraft.com/thread...ingredients-on-xp-gained-for-crafting.299536/
    [17] https://forums.wynncraft.com/thread...terial-tier-on-xp-gained-for-crafting.302295/
    [18] https://forums.wynncraft.com/thread...-an-equal-distribution-other-findings.277211/
    [19] https://forums.wynncraft.com/threads/updated-analysis-on-t1-t2-t3-material-refinement-rates.254685/
    [20] https://forums.wynncraft.com/threads/chance-of-refining-tier-3-material.246076/#post-3026028
    [21] https://forums.wynncraft.com/threads/pvp-damage-calculation.275760/
    [22] https://forums.wynncraft.com/threads/profession-heaven-✫✫prof-lv-75.285237/
     
    Last edited: Nov 28, 2024
  4. Benjin

    Benjin Famous Adventurer

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    Can't wait till wynnic comes to shit on professions but cool guide none the less
     
  5. Saya

    Saya you win at uwynn HERO

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    cool guide! (epic gimmicking doublepost to make placeholders!!!! had fun doing it!!)

    Don't do profs, they're not worth it in the current state of the game unless you literally don't want to do anything else and are fine with wasting your time on something that's going to inevitably be made less grindy because it's basically a problem right now how grindy it is and it's seen as an accomplishment for wasting your time clicking on nodes because of how massive the grind is so yeah if you want to do them do them but please think about how valuable time is first thanks

    ok i would like to take this time to ask people to pick up 84-88 Unique Leggings because I would really like good and maybe even a 100% The Ephemeral thanks will pay lots if perfect and ok amount if good


    Join the prof discord! Don't be toxic about profs (both ways)! Yay! Oh also hunted is a terrible system in general and hopefully it will be reworked sooner rather than later
     
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  6. Linnyflower

    Linnyflower ironman btw Item Team HICH Master CHAMPION

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    10le for it
     
  7. Tishix

    Tishix Well-Known Adventurer VIP

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    Really nice guide and well structured. Cant wait for the full thread !!!
     
  8. Saya

    Saya you win at uwynn HERO

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    wtf that's not even ok >:(
    thank you for the attempt ily
     
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  9. RadioactiveLava

    RadioactiveLava Well-Known Adventurer CHAMPION

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    Minecraft:
    #1-110InOneSessionGang
     
  10. Crokee

    Crokee Nudist poking eyes CHAMPION

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    I haven't forgotten about this; I'm very busy IRL and sometimes just log onto Wynn for breaks and such.

    Added @Bart (MC)'s modification to the crafting guide thing before I forget and it gets put into the hole of messages in discord.
     
  11. MagmaMelon

    MagmaMelon Theorist and Geek

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    I'll give this a bump.
     
  12. SoulBurned

    SoulBurned eee HERO

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    Sorry it annoys me also the circle I did annoys me
     
  13. Crokee

    Crokee Nudist poking eyes CHAMPION

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    Fixed. Will work on this after this week.
     
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  14. Crokee

    Crokee Nudist poking eyes CHAMPION

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    In process of adding durability mechanics. It will summarize @creature's guide.
     
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  15. Crokee

    Crokee Nudist poking eyes CHAMPION

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    @WithTheFish reminded me to update the guide so I did. Added ways to efficiently grind materials and updated thread information.

    --------------------

    Also added some info on Hunted mode debate.
     
    Last edited: Sep 16, 2020
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  16. Saya

    Saya you win at uwynn HERO

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    wow it's back
     
  17. That_Chudley

    That_Chudley Wynncraft Addict HERO

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    Amazing work! I love this kind of stuff :)
     
  18. btdmaster

    btdmaster Famous Adventurer VIP Item Team

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    eek
    anyway good thread overall.
     
  19. Crokee

    Crokee Nudist poking eyes CHAMPION

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    Fully added Gathering XP/Speed IDs debate and attempted to make both debates more non-biased. It may still probably be biased as I may not know much about the opposition sides as much as I would have liked, so if anyone has some points, please point them out for me.

    Only Best Gathering Locations, Efficient Crafting, and Efficient Ingredient Grinding sections left to add.
     
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  20. ThedumbOX

    ThedumbOX I swear I’m straight HERO

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    Why do you pit yourself though this grind, when you can just grind Ragni helmets and get even better gear without the hassle!
     
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