A Comprehensive Guide to Professions Introduction Professions is a filler 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. So, you have finally decided to dive into professions... This guide will list out every single feature, tips, and tricks to doing professions. General The maximum level for each skill is Lv 132. Cumulatively, this requires 593,742,429 xp for Lv 1 to Lv 132  . 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+. Most of the money from professions are made by selling T3 Dernic materials, and to a lesser extent, selling junk crafted items gained from leveling craftings. It is very rare to sell materials Lv 70 and under. Ingredients, although not directly related to profession grinding, can sell for a lot of money, especially in bulk. Definitions Spoiler: 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. 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. 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 Spoiler: 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 spacing of the nodes. Mining Spoiler: 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 Spoiler: 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 Spoiler: 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 up to Lv 110 unlocks a new resource to gather. 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 + 1 LE Best Gathering Locations For most gathering locations, see this thread by @Kokaga . All of these locations listed below are based on reflecting those gathering in Hunted mode. All of these locations are probably the best spot to gather in terms of number of nodes and/or location. Exceptions include those in safezones. Woodcutting Spoiler: Woodcutting Lv 1: Oak Wood, Nivla Woods Lv 10: Birch Wood, Deltas Suburbs Lv 20: Willow Wood, Gavel Swamps Lv 30: Acadia Wood, Savanna Lv 40: Spruce Wood, outside Nessak Lv 50: Jungle Wood, on top of Pirate Cove, semi-safezone Lv 60: Dark Wood, outside Gelibord Lv 70: Light Wood, Light Forest Lv 80: Pine Wood, outside Thesead, semi-safezone Lv 90: Avo Wood, outside Corkus Lv 100: Sky Wood, 14 nodes, north of Kandon-Beda Lv 110: Dernic Wood, south of Lutho Mining Spoiler: Mining Lv 1: Lv 10: Lv 20: Lv 30: Lv 40: Lv 50: Lv 60: Lv 70: Lv 80: Lv 90: Lv 100: Voidstone, 16 nodes, in some random big cave in the void, need coords Lv 110: Dernic Ore, 13 nodes, 665, 84, -631 Farming Spoiler: Farming Lv 1: Lv 10: Lv 20: Lv 30: Lv 40: Lv 50: Lv 60: Lv 70: Lv 80: Lv 90: Lv 100: Hemp, 8 + 10 nodes, between Kandon-Beda and Amhsord, semi-safezone Lv 110: Dernic Seed, 13 nodes, 1093 136 -1142 Fishing Spoiler: Fishing Lv 1: Lv 10: Lv 20: Lv 30: Lv 40: Lv 50: Lv 60: Lv 70: Lv 80: Lv 90: Lv 100: Starfish, 11 nodes, 776 135 -4353, safezone Lv 110: Dernic Fish, 12 nodes, 970 125 -1104 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 Spoiler: 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 Spoiler: 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 Spoiler: 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 Spoiler: 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 Spoiler: Jeweling Basic definition: Crafting accessories. Resources needed: Gem and Oil. Ring: 1:1 Gem:Oil ratio Bracelet: 1:2 Gem:Oil ratio Necklace: 1:3 Gem:Oil ratio You can make accessories for your gf! Usually pursued to craft Loot Quality gear. Cooking Spoiler: 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 Spoiler: Scribing Basic definition: Crafting scrolls. Resources needed: Paper and Oil. (1:1 ratio) This type of consumable usually provides buffs for everyone within 8 blocks of the user for small stat boosts. Usually pursued to craft XP consumables. Alchemism Spoiler: 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 : 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: 1-3 3-5 5-7 7-9 Add this to the level of materials you are using. 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. For more information on how to maximize XP gain per craft, see the second reply. Ingredients There are over 400 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 filter to ingredients and/or crafting skill . 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. For more information on the most efficient way of grinding ingredients and their XP gains, see the second reply. Durability @creature made a great comprehensive guide on the durability mechanics . This section will only summarize his findings. 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. 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. Every 9 times you take damage by a mob, 1 durability will be lost. This includes if agility activates. Environmental damage does not count. 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. This item effectiveness doesn't affect all stats in the same way. Normally, 50% 'item effectiveness' means 50% HP, 50% all IDs, etc. However, it does not affect Skill Points. +15 SP in int will always result in +15 SP in int even at 0 durability. For negative ID values, it does degrade overtime in the same fashion as positive ID values, where these negative values become less negative as durability decreases. However, visually it doesn't show. 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.