r/WynnCraft

I noticed something interesting on the trade market.  People don't want bronze wyvern reins because it's so ugly lol

I noticed something interesting on the trade market. People don't want bronze wyvern reins because it's so ugly lol

https://wynncraft.wiki.gg/wiki/Wyverns

According to some data mining, azure akmost has a 30% probability when you buy it from the mount merchant. That's why it's so cheap on the TM.

Gold and Infernal roughly have a 15% chance each. That's why they're also cheap on TM.

Bronze has a 6% chance but it's much cheaper than Ebony, which has a 13.7% chance of aquiring.

The supply and demand curves kick in my mind. Ebony is more expensive while bronze being dirt cheap because it's ugly. To be honest, azure is cheap, but it looks really good.

u/Pharah_is_my_waIfu — 18 hours ago

Any idea how much these could sell for?

Don't really know how well rolled rares like this can go for, plus I'm not finding an easily comparable pair of Entanglements to these on the market right now.

u/phira_ac — 16 hours ago

How powerful is the player really?(Wynncraft Powerscaling)(spoilers for everything)

The Wynncraft story line suffers from inconsistency; it can decide whether it's LOTR, D&D or a JRPG where you kill gods and are Massively Faster Than Light or perhaps Wynncraft is based on whatever drug induced adventures the writers go on in their real lives. But I think we can all agree Wynncraft is peak in Fruma.

Due to tonal inconsistency power scaling in Wynncraft is a bit wonky, for example in the Level 70 quest WynnExcavation Site D the player kills a ‘god’ however 6 levels earlier in the Level 64 quest All roads to peace the player gets beaten by 4 random orcs. A common issue I have with the story is when the player just gets knocked out or taken prisoner in cutscenes. The player is a god slayer but the story is inconsistent in where to put their power level. With all that said there are metrics by which we can judge the players overall power such as levels dps and hp; however, I don't think these stats reflect the lore but I would like to hear input from the community.

ATTACK POTENCY
If you take a bad faith interpretation of the lore where the level 1 player is the equivalent power level of minecraft Steve then the all power feats jump to dramatic proportions where the player is the strongest character in all of fiction excluding characters with infinite power and characters that rely on HAX based abilities. There are arguments like the existence of the creeper to say that the events of the game are based on a universe with minecraft as the underlying nature of the world but this is not explicitly confirmed.
https://www.youtube.com/watch?v=sokWy8zr1Tc (minecraft Steves true power)

The player shows the ability to destroy quarts and hard steel during Corkus and then there is an apparent massive jump down in power during Fruma to fight the local wildlife; however, the wildlife is magical so this should be disregarded. Assuming that the obsidian spike growths in the Wartorn Palace are the same material as the spikes growing in Wynn the player is stronger than the most powerful nonmagical tnt possessed by the researcher, unfortunately this feat does not tell us much so feel free to one up me on anything.

DESTRUCTIVE CAPABILITY
DC is basically the area of destruction from a single barrage of attacks. The greatest feats here are destroying the canyon colossus, beating anathema, beating the destroyer of worlds. A conservative guess would put the player at a large building to small city block level of DC. 

The actual size of the map is called into question when trying to scale anything larger than the player because it is likely that otherwise dialogue becomes confusing like how are you getting lost in the canyon of the lost if the entire world is like 20^2 KM(including empty ocean) or like 1/200th the size of the smallest US state or like ⅓ the size of my home town .
https://map.wynncraft.com/#/321/64/-2071/-5/wynn-main/Wynncraft 

Bosses have stronger potential DC than the player like the opening of the portals from each of the three beasts which is a city block level feat that was casually performed, The canyon colossus could have destroyed all of gavel in a day with its rampage. Such destruction is likely nothing compared to how fast Orphion could take over the entire world if Saphanis was ever to be slain seeing how he controls a domain of an indeterminable size. The lowest possible DC for these bosses would place them at multi city block level but in the lore they would jump to being easily capable of destroying planets.

SPEED
Speed is an interesting one; the player is faster than the speed of light. The question is by how much. In the Aleumia Citadel the lighthouse is shooting off light that the player can dodge by ducking behind a building which scales them at around the speed of light; it should also be noted that this area can be accessed at level 1 if the player goes there on a second account.

It's also entirely possible(and my head cannon) that the player's perception of time speeds up during cutscenes or fights. When Lari fought Bakal she shot several rays of light that could be argued as lightspeed that moved significantly slower than the beacon directly after this they fought at speeds the player cannot comprehend . The attacks of Orphion the realm beast of light being anything less than the speed of light seems silly and the parasite which is level 250 should be faster than Lari who is only level 150 which suggests a jump in power before and after the quest. Sovereign Zhiraok also moves at speeds that move faster than the player can see so this suggests a second jump in power as the player goes through during Fruma.

It could be argued that All the characters are roughly lightspeed and stay around that level the entire game and can use movement spells to go FTL(faster than light) but this would mean that Lari and Bakal were trading blows without being able to see the other opponent or know their own location which seems weird to me. I would place the characters as being Massively FTL during Fruma.

STAMINA
This is entirely based on the build IMO but due to health regen mana regen and the sheer speed and strength of the verse it's very good.

HAX
Overall the list of HAX abilities is short.

The player has cannon respawns as shown in the level 87 quest Beyond the Grave.( I think the player is the scion of death)
One of the expertise the player has is in communicating with seeing and effecting spirits using magic.
At the valley of time the player can see the events of the past although there are different ways of doing this such as with secret discoveries or flashback cutscenes which all happen near constantly.

There are an uncountable number of examples of npc’s such as Lari using magic for non combative purposes that the player very rarely copies whether they have the potential to cast this type of magic “off screen” is unknown however most npc’s rightly regard the player as being good for only one thing.

RANGE
Range is heavily based on class and speaks the most for itself so I won't bother with measuring it. In this level of power the amount of range is honestly quite small.

u/mage-player — 1 day ago

How much can i sell this for?

I got this while lootrunning found it in a chest, not sure how much I could Sell it for

u/Ornery_Restaurant375 — 2 days ago

Professions Rework Concept

Long reading warning.

**NOTE: Any details in this rework, especially numbers, would need to be severely tuned during playtesting, as they are mostly estimates for what would work best rather than finalized concepts. 

I’m going to skip all of the preamble about where and how the current professions system fails (you already know that) and open by outlining my goals in this rework:

  1. Make crafting accessible and viable to casual players throughout progression
  2. Reduce the currently extreme barrier to entry for high level gathering
  3. Make gathering at least as interesting as grinding combat xp currently is, without removing its relaxing nature

--- Band-Aid changes ---

The real meat of this rework will be the overhaul to gathering, but there are additionally a few small tweaks I want to add. Some of these changes patch issues with the current system, and others are important to support the reworked system but would not make sense if implemented on their own.

First of all, crafting levels are no longer required to use a certain material. The level of the resulting item, however, will be in between the level of the player and the level of the material (leaning towards that of the material, with some randomness). The idea is that anyone can craft an item with purchased goods, but specialized or high quality crafteds should still require leveling. Additionally, there should be a “practice mode” option in crafting, where players can quickly spend a large bulk of materials to make a single item, and earn a relatively large sum of XP from it. Because of this change, crafting XP largely costs materials rather than time, which helps reduce the time spent on clicking and waiting in order to level up and maintain the value of materials. The use of ingredients for levelling would remain important in this mode.

On the gathering side, I’m also adding “multitools” that can gather all four resource types, but have less durability than a main tool. The idea is that players can carry tools on them to engage with professions related content when passing by, as opposed to having to return to a bank to grab the particular tool. Multitools also allow for grind spots that include multiple resource types, and for other content which will be described later.

Two changes that don’t make sense in the current system but are necessary for this rework: One, gathering nodes will no longer be hard-locked by the player level, but tools will be. This means that gathering while underlevelled is technically possible, but not viable or easy. Two, node cooldowns will be as short as possible while still giving the player the feedback of having harvested that node (~3-5 seconds, decided in playtesting).

--- Gathering Gameplay Loop ---

Overview

The core of the gathering rework centers around a card system, where players choose temporary buffs as they gather.  While doing this, they must actively manage the durability of their tools, which is now the equivalent to combat’s HP. Durability loss (among other stats) is impacted by minigames performed at the harvesting of each node.

Durability

Currently, tool durability mostly just forces players to run to a city and spend a few emeralds every so often. In this rework, I’m repurposing it to become an active mechanic that adds resource management and risk/reward to professions. As stated above, the goal here is for it to fill the role that HP holds in combat.

Durability decreasing does not decrease luck like in the current system, but it does increase the difficulty of minigames (more on how that works later). Since poor minigame performance leads to much higher durability loss, this leads to remaining at a low durability being fairly risky. 

During gathering sessions, tool durability is maintained through certain cards. It can still be repaired at a blacksmith, but all cards are reset when this is done. When a tool reaches zero durability, it must be repaired before being used again (this is the “death” condition).

Cards

Each gathering node has an attached card, such that players choose their next card by choosing what node to gather from. Each card lasts for a specified number of following gathers, with a rough range of 1-20. Players can make and maintain their deck to optimize for certain stats (material bulk, XP gain, survivability, etc.). Most cards either improve aforementioned stats at the cost of durability (whether through directly costing durability or making durability harder to maintain), or grant durability at the cost of those stats. Whenever a card is collected, every other node in the grind spot has a 50/50 chance of gaining a new, randomized card.

Card examples:

  • Slightly increased luck for material quality (Duration: 11 nodes)
  • Double XP, -30 durability (Duration: 10 nodes)
  • Decreased luck for material quality, +35 durability (Duration: 8 nodes)
  • 10% chance to get double yield, but minigames windows are tighter (Duration: 16 nodes)
  • Minigames go 70% faster (Duration: 18 nodes)
  • Minigames go 30% slower (Duration: 14 nodes)
  • Gathered materials are lost to repair the tool (Duration: 4 nodes)
  • The cards collected are 50% more effective (Duration: 1 node)
  • Gathering is done with an AOE sweep, allowing for the collection of multiple nodes at once -- both materials and cards are gained (Duration: 4 nodes)
  • If tool durability is below 30%, 20% chance to get double yield (duration: 9 nodes)As players level up, the pool of available cards grows to include increasingly complex and interesting cards. The first 10 levels, for example, would be mostly limited to the more basic stat focused cards like the first two listed above.

Minigames

Players must perform a short timing based minigame when harvesting each node, where their performance determines the durability loss, material quality(also impacted by RNG), and XP gain. Failing a minigame results in the material being lost, and a substantial hit to tool durability. The difficulty increases gradually with the level of the resource, but becomes drastically more difficult as players use underlevelled gear (similar to how it is possible but very difficult to grind mobs when underlevelled).

Each resource type has a distinct minigame that revolves around left and right clicks.

  • Fishing: An amount of time passes (varying somewhat with RNG), then a left/right click combo appears on screen. Player performance is measured by how quickly it can be done, and the minigame is failed if too much time passes or there is an incorrect input. As the difficulty increases, click combos get longer (length ranges from 2-20 clicks), the time limit becomes less forgiving, and the minigame must be performed additional times (max 6 times).
  • Farming: A horizontal bar appears onscreen with several stationary zones that each represent a right or left click. A point sweeps across the bar, and players must time right/left clicks when the point is within one of the zones. Player performance is measured by how good the timing of each input is, and the minigame is failed when there are too many missed or false inputs. As the difficulty increases, the sweeping point moves faster, and it goes back and forth additional times with more click zones being added on each sweep.
  • Woodcutting: The Feather’s Fly plant growth minigame. Player performance is judged by how quickly they can react to each input, and the minigame is failed when too many inputs are incorrect or missed (missing hurts less than getting it wrong). As the difficulty increases, the minigame gets longer, and less time is allowed for each input.
  • Mining: On-screen icons representing left and right clicks each independently switch between held and released states, and players must match it as closely as possible with their mouse. Player performance is measured by how closely they match, and the minigame is failed when too many inputs are too far off.

I want to clarify that the role of these minigames is not to be the main gameplay feature; players should be focused on choosing cards. Their real purpose is to add more variability to durability loss, so that players have to adapt to unexpected situations rather than always being perfectly in control. To this end, there is also a degree of randomness in minigame difficulty, to give the potential for an unexpected large hit to durability.

--- Content ---

Bosses

For each resource tier every 10 levels, there is a boss altar that is entered with ~20 of each resource (later ones may also require materials of a certain quality). Each boss is themed after the four resources required to fight it.

Unlike normal combat, these bosses follow a turn-based structure, where the boss takes an action every time the player does (“actions” consist of harvesting nodes and attacking the opponent). Arenas include various gathering nodes scattered throughout, which both the player and the boss can use to gain cards helpful to them for the fight (this makes using a multitool important, as otherwise you’d be locked out of collecting most cards). Nodes in the arena each include two cards -- one that the player would gain, and one that the boss would gain. This forces the player to consider not only which cards would help them the most, but also which cards they want to prevent the boss from taking by harvesting their nodes. Nodes collected during bosses would not give materials, only cards.

Aside from gathering cards, players and bosses can also directly interact with their opponent, inciting a wario-ware like sequence of more unique and elaborate minigames, where the player performance determines the damage to either their tool or the boss, depending on who incited it. I won’t go into examples of minigames because I know very little about the technological constraints, but the forum post at https://forums.wynncraft.com/threads/progressive-warioware-prof.325181/ provides a great base for what I’m thinking of. These minigames would be individually quick and simple, but players would have to execute a chain of several randomly selected ones in quick succession.

Alongside the expected rewards of materials, ingredients, and XP, each of these bosses have a small unique loot pool of cards in item form that can permanently be applied to tools similarly to powders. Alongside these, bosses can drop gear that is useful for gathering or crafting, and drop higher level tools as an alternative to grinding dungeons.

World Events

Professions world events are split into two types -- gathering challenges and miniboss encounters. 

Gathering challenges would give players a limited amount of time to reach a certain condition, such as gaining bulk materials, gaining high quality materials, or fully repairing a damaged tool. They force players to choose cards optimally, in order to reach the quota in time (a robust pity system would be required to make this function fairly). 

Miniboss encounters are similar to boss encounters, but simpler, and bosses are themed after a particular resource rather than four. The events would open with a short time period (~1 minute) to gather cards, before the miniboss spawns. After this, nodes are no longer interactable, and the player and miniboss exchange turns. The player damages the boss by doing the gathering minigame of the profession, and the boss damages the player’s tool with the same minigame sequence as the full bosses.

Most of these world events (particularly the bosses) would need to be filled out in subsequent updates rather than the main one due to the dev time they’d require.

Miniquests

Gathering miniquests will be mostly the same as they are now, but will often have more difficult requirements (ex: certain quality, higher bulk) to account for the buffs that cards give. Miniquests should generally be a calmer version of the Gathering Challenge world events.

--- Other Notes ---

Thank you for reading all that! I know that “professions should get reworked” isn’t the most original idea, but the concept of adding a deckbuilding element felt fresh and fitting enough to be worth sharing, and everything else grew out of that. I am by no means an experienced game designer, so any and all feedback would be very much appreciated (If anyone would be so inclined, there is a poll attached to the forums version of this post at https://forums.wynncraft.com/threads/profs-rework-gathering-deckbuilding-system.325208/ ). And if anything was worded unclearly, I’d be happy to clarify in the comments.

u/Pyroglyph27 — 1 day ago

[14/7] Posting a Fruma meme every day in my birth week challenge (XIV) - Realm Beasts

Orphion is a fox.

Dern Beast lost an eye,

Death.

Moth

u/Pharah_is_my_waIfu — 2 days ago
▲ 204 r/WynnCraft

100% Completion achieved in Wynncraft

Okay so I know last time I posted about this was like a year ago with me at 98 or 99% completion. The story there is just that I completely forgot to make a post about it and instead made a video. But since they added new quests I'd figure I'd post this here now rather than never.

Wynncraft is far and above my favorite game ever and to reachieve completion of my original save file from 10 years ago feels like I've reached a major milestone.

u/BabaFisi — 3 days ago

Any mod or texture pack to make Minecraft's chat dialogue better? It keeps overriding on top of Wynncraft chat dialogue.

first pic is how it normally looks, second one is how I tried reducing the width, but it looks awful as I cant hide the Minecraft chat dialogue, I need to know what's happening

u/Saiken411 — 3 days ago

What are my options on a quest I can’t complete?

I am trying to do masterpiece quest and in the alligator cave there is a locked door. You get the key from the alligator leader and it’s supposed to open the door but every time I get the key and right click. Open hand, dagger, even the key itself it consumes the key and doesn’t open and I can’t get to the pig. I’ve tried re logging and /class. Nothing works and I can’t complete the quest

reddit.com
u/PerfectMayo — 3 days ago
▲ 130 r/WynnCraft

Returned after 10 years (2015). Found this chest plate in my bank from all those years ago which stood out.

The tooltip brought back nostalgia. That's what I remember the items looked like.

u/aliendrifts — 4 days ago

Ultimate not working?

Don’t know why it’s not letting me select, I meet all the requirements?

u/Pelican67 — 3 days ago
▲ 414 r/WynnCraft

just got here and i already hate half the content creators

i started wynncraft as a mage and its really fun but the videos i saw looked a lot better (voiced acted, super high render distance, more animated, shaders) and so i thought i should download some mods and searched up videos on mod suggestions for wynncraft and every single video ive seen so far is just "wow look at how cool wynncraft is with these mods just join my discord and download this totally not suspicious exe file and you'll be fine" and its like TELL ME WHICH MODS SO I CAN DOWNLOAD THEM MYSELF AND NOT RISK GETTING 54 VIRUSES

no hate to any creator in particular ofc

u/an_emotional_wreck — 6 days ago

Fruma Album Cover Comparison for Tasim & Sovereign Two

Similarities for both images:
• Tasim and Two are seen framed through one of Two’s signature mirrors, with flower blossoms in the foreground outside the mirror and Aledar in the background behind Tasim. Only Two’s mask is visible, and three hexagons are visible in front of their mask.
• Hands reach down from above to cling onto Tasim, like puppet strings pulling him up. His body is also stylized like a puppet, with visible mechanical joints holding the limbs and body together. He lacks the lower half of his torso and legs.
• A golden spiral radiates outward from Two in both images—likely a reference to the Fruma ARG.

Differences:
• Tasim’s eyes are open on the left and closed on the right.
• Sovereign Two’s eyes are closed on the left and open on the right—their expression specifically matches either the “open-eyed” or “reflecting” sprite in their dialogue portrait gallery.
• Aledar has no eyes in the background on the left, while on the right he has an eye visible that’s looking at the camera.
• On the left, the album symbol for Tasim-related tracks is a wax-sealed letter and a quill in a pot of ink. On the right, Two’s album symbol is her signature mirror with her eye symbol on it and an unknown liquid dripping from the bottom, while mirror shards float around it.

u/ZiyiCrafting — 4 days ago