Wynncraft - The Adventurer's Field Guide
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A Field Guide - Minecraft MMORPG

Wynnschool

Wynncraft is a free custom MMORPG built entirely inside vanilla Minecraft - no mods, no client changes, just an enormous hand-crafted world (Wynn, Gavel, the Realm of Light, Corkus, and now Fruma) running on server-side data packs and resource packs. It layers a full RPG on top of Minecraft's combat: five classes with branching subclasses, a deep item-identification economy, hundreds of quests, dungeons, and four-player raids. This guide walks through it in the order a new adventurer should learn it - classes first, then how builds and money actually work, how to level efficiently, and finally what to expect inside each raid.

120
Level cap
5
Base classes
15
Archetypes
5
Raids covered
Aug 2026
Wynnschool launched
2.2.3
"Fruma Expansion"
-
Guide views
-
Registered players
Coming soon

Professions

01
Foundations

The five classes

Beginner

Every character picks one of five classes at creation, each built around a distinct weapon and four unique base spells (bound to keys 1-4). Classes also have a cosmetic "reskin" name for higher server ranks - purely visual, no gameplay difference. Skill points (Strength, Dexterity, Intelligence, Defense, Agility) are actually free to spend on any class - the "leaning" below is community convention built up around each class's spells, not an engine restriction.

Warrior

Reskin: Knight - weapon: Spear
MeleeTank / DPS hybridStr or Def leaning
  • Bash - ground slam, high AoE damage, can double-hit when upgraded
  • Charge - dash forward, damages everything in your path
  • Uppercut - shockwave that launches enemies (and optionally you) upward
  • War Scream - knocks back nearby mobs, grants resistance to self and allies
Highest base resistance of any class - up to 115% with abilities.

Mage

Reskin: Dark Wizard - weapon: Wand
RangedSupport / DPSInt leaning
  • Heal - large-area heal for self and nearby allies
  • Teleport - instant dash, upgrades into damage/stun
  • Meteor - delayed explosion; the highest raw spell multiplier in the game
  • Ice Snake - line damage that slows, then freezes at higher levels
Lowest base damage of the five, but the best sustain and utility toolkit.

Archer

Reskin: Hunter - weapon: Bow
RangedGlass cannonDex leaning
  • Arrow Storm - 8-arrow stream, damages and knocks back at close range
  • Escape - backward dodge, upgrades into a speed buff or blind
  • Arrow Bomb - long-range shot that explodes for large AoE damage
  • Arrow Shield - damage-reducing shield, upgrades into a counterattack
Low base defense - leans hard on lifesteal, heals, and potions to stay alive.

Assassin

Reskin: Ninja - weapon: Dagger
MeleeBurst DPS / CCDex + Agi leaning
  • Spin Attack - rapid slashes hitting a wide area around you
  • Dash - forward-launch mobility / escape tool
  • Multihit - 8 rapid strikes in front of you, traps enemies mid-combo
  • Smoke Bomb - projectile creating a damaging zone on landing
100% base defense - second-tankiest class after Warrior, despite the glassy playstyle.

Shaman

Reskin: Skyseer - weapon: Relik
RangedSupport / CC hybridNo fixed leaning
  • Totem - summons a totem hitting nearby enemies every 0.4s
  • Haul - leap straight to your own totem
  • Aura - radiates ongoing damage out from your totem
  • Uproot - ranged offensive blast (becomes Switch Masks for Ritualists)
Lowest base resistance (60%) of any class - offsets it with crowd control and healing instead.
02
Specialization

Archetypes - the 15 subclasses

Beginner

Each class branches into 3 archetypes via its Ability Tree - spend Archetype Points to specialize into one, or blend two for a hybrid build. Archetypes replaced Wynncraft's old, informal "no-fall-damage battle mage" style subclass culture. Ratings below (Damage / Tankiness / Difficulty) reflect each archetype's official wiki comparison tables, cross-checked against its ability-tree kit and the newest Ultimate abilities added in the 2.2.0 "Fruma" update.

Warrior

New player pick: Paladin - widely recommended for near-unkillable survivability while still hitting six-figure DPS with good gear.

Fallen

High-risk self-damage glass cannon
Damage
High
Tankiness
Medium
Difficulty
Medium
Corrupted state: losing HP (via War Scream -> Bak'al's Grasp) stacks Corruption %, boosting damage but blocking healing; Blood Pact spends HP instead of mana.
Ultimate: BloodlustMassive AoE nuke
Featured mythic builds
ConvergenceBloodbathThrundacrackApocalypse

Battle Monk

Swift, mobile combo brawler
Damage
Medium
Tankiness
Medium
Difficulty
Easy
Airborne combos: upgraded Uppercuts (Half-Moon Swipe, Whirlwind Strike) launch you for evasive combat; Flying Kick and combo rewards encourage constant spell cycling.
Ultimate: Zenith StanceDual-fist combat form
Featured builds
Trikaya (starter)

No single BiS mythic dominates this archetype - the forum guide notes Battle Monk's power comes from combo/Ultimate timing more than gear, so most players build around whatever high-attack-speed melee weapon they have.

Paladin

Aggro-tanking support
Damage
Medium
Tankiness
High
Difficulty
Medium
Mantle of the Bovemists halves damage for 3 hits; Provoke forces mob aggro onto you; Second Chance grants self-revival and ally invincibility.
Ultimate: Judgement-
Featured mythic builds
GuardianAscendancy ("Big Mac")

Mage

Community favorite: Riftwalker, for its satisfying damage ramp in long fights; Arcanist and Light Bender both rate highly for reliability.

Riftwalker

Time/mobility mage that snowballs in long fights
Damage
High
Tankiness
Low
Difficulty
Easy
Distortion stacks: slowly-decaying persistent damage bonus built by Etheric Slash (a teleport-strike); Dimensional Tear creates a beneficial zone.
Ultimate: Gravitational Collapse-
Featured mythic builds
TranceWarpGaia ("Gaiawalker")Singularity

Light Bender

Healer that gets stronger the more it heals
Damage
Medium
Tankiness
Medium
Difficulty
Medium
Ophanim: summoned HP-pool orbs heal allies and attack; Sunshower/Lightweaver convert healing output into damage triggers.
Ultimate: Dawn-
Featured mythic builds
LamentHalcyon

Arcanist

Resource-management burst mage
Damage
High
Tankiness
Low
Difficulty
Hard
Mana Bank: spell hits accumulate banked mana; Arcane Transfer and Chaos Explosion dump it into rapid chains. Heal is sacrificed entirely for this kit.
Ultimate: Tangled OriginDual serpent summon
Featured mythic builds
PureRiptideQuetzalcoatl

Archer

Iconic build: "Laby Trapper" - a Trapper build around the mythic bow Labyrinth, a long-running community staple for AoE + crowd control.

Boltslinger

Close-range arrow-spam speedster
Damage
High
Tankiness
Low
Difficulty
Easy
Massively multiplies Arrow Storm's hit count; Guardian Angels replaces Arrow Shield with auto-firing turrets.
Ultimate: Angelic Ascension15s empowerment + unlimited turret ammo
Featured mythic builds
DivzerEschatonSpring

Sharpshooter

Precision long-range marksman
Damage
High
Tankiness
Low
Difficulty
Medium
Aim/charge mechanics reward accuracy over volume; marks enemies for bonus payoff on follow-up hits.
Ultimate: The Twilight Zone8s focused barrage, scales per mark
Featured mythic builds
StratiformisGrandmotherIgnisAzRevolution

Trapper

Delayed-damage battlefield controller
Damage
Medium
Tankiness
Medium
Difficulty
Medium
Arrow Bomb + Basaltic Trap placement pulls mobs into traps; Mana Trap grants huge mana regen near active traps.
Ultimate: Extinction EventCarpet-bombing that seeds more traps
Featured mythic build
Labyrinth ("Laby Trapper")

Assassin

Least consensus of the five: opinion splits between Acrobat (mobility fans) and Trickster (mechanically engaged players); Shadestepper is often criticized for unreliable setup and sustain.

Shadestepper

Stealth-setup burst glass cannon
Damage
High
Tankiness
Medium
Difficulty
Medium
Vanish (invisibility) sets up devastating Backstabs; Violent Vortex spreads the burst across groups of enemies.
Ultimate: Pierce the Veil12s cloak, stacking marks
Featured mythic builds
OblivionGrimtrap ("Grim Shady")WeatheredVengeance

Trickster

Clone-based trickery and crowd control
Damage
Medium
Tankiness
Medium
Difficulty
Medium
Vanish reappears with mirrored Clones that copy your attacks and spells for extra hits.
Ultimate: Another SelfHP-scaling perfect clone, swap to detonate
Featured mythic builds
InfernoArchitect

Acrobat

Aerial, momentum-based combo fighter
Damage
Medium
Tankiness
Medium
Difficulty
Hard
Momentum-building aerial combos reward staying airborne and chaining spells together.
Ultimate: Serpent's GardenLeap-slam zone that doubles Momentum gain
Featured mythic builds
HanafubukiNirvanaArchangel

Shaman

Meta pick: Acolyte is frequently cited as one of the strongest overall archetypes - damage, self-sustain, and support in one kit - but it demands careful HP management. Summoner is the class's low-execution, easy-mode pick.

Summoner

Totem and minion swarm controller
Damage
High
Tankiness
Medium
Difficulty
Easy
Deploys multiple Totems, Puppets, and Effigies at once; Bullwhip focuses a single target; Regeneration scales with totem count.
Ultimate: Patchwork AbominationSwitchable melee/ranged summon, explodes on death
Featured mythic builds
ImmolationOlympicTransfiguration

Ritualist

Mask-switching versatile buffer
Damage
High
Tankiness
Medium
Difficulty
Medium
Swaps between combat Masks, each granting a different bonus; Mask of the Awakened stacks all bonuses at once.
Ultimate: Sundered SkiesDoubled totem, 24-block stun on landing
Featured mythic builds
SunstarAftershockFate

Acolyte

HP-as-resource support/damage hybrid
Damage
High
Tankiness
Low*
Difficulty
Hard
Blood Pool: a resource built by spending your own HP, powering simultaneous self-heal and high damage output. *Offset by strong self-healing if played well.
Ultimate: Monument to GloomPossessed totem grants Blood Pool + heals allies
Featured mythic builds
ResonanceFantasiaHadal

Community build nicknames you'll hear

Laby Trapper
Archer Trapper built around the mythic bow Labyrinth - long-running iconic AoE/CC build.
Big Mac
Warrior Paladin PvP build prized for near-unkillable survivability.
Gaiawalker
Mage build blending Riftwalker nodes with the Gaia item set.
Riftbender
Hybrid Mage using Light Bender as the main archetype while pulling key Riftwalker nodes.
Trickshade
Assassin Trickster blended with Shadestepper nodes for burst plus clone utility.
Grim Shady
Assassin Shadestepper build centered on the Grimtrap item set.
Epoch Tierstack
Archer Sharpshooter build stacking triple-shot and homing-shot upgrades.

These are player-coined terms from Wynncraft Forums threads, current as of mid-2026 - they drift as balance patches land.

Before your first mythic: starter builds by class

Pulled from the Wynncraft Forums thread "The Ultimate Build Guide" - these are the community's recommended non-mythic loadouts to run while you farm toward the mythic-centered builds listed on each archetype card above. Two practical notes the guide stresses repeatedly: theorycraft with Wynnbuilder (wynnbuilder.github.io) before committing materials to a build, and set up proper spell keybinds first - the guide calls them "necessary to reach highest damage potential," since cycling spells by clicking is a hard ceiling on DPS regardless of gear.

Warrior - Forsaken
Fallen (Upperscream) starter, built for early self-damage sustain.
Warrior - Trikaya
Battle Monk starter focused on combo timing over raw stats.
Mage - Theatre Cane
Arcanist starter for the resource-management playstyle.
Mage - Futulism
Riftwalker starter, mobility and Distortion-stack basics.
Mage - Event Horizon
Light Bender starter built around early Ophanim healing.
Archer - Departure
Boltslinger Melee hybrid starter for close-range arrow spam.
Archer - Siege Vent
Straight Boltslinger starter, simpler to pilot than the melee variant.
Assassin - Abyssopelagic
Trickster starter, introduces clone-swap fundamentals.
Assassin - Petal Blade
Acrobat starter for learning aerial-combo momentum.
Shaman - Panic Zealot
Summoner starter, easiest of the five classes to level with.
Shaman - Latent Disorder
Acolyte starter - eases into the Blood Pool HP-as-resource kit.
03
Gearing up

Builds & the item economy

Beginner

"Build" in Wynncraft means the full loadout of weapon, armor, accessories, powders, Tomes, and Aspects that shapes how a character plays. Current baseline: version 2.2.3 "Fruma Expansion" (originally released Apr 2026, patched since), which retired the old "Set" rarity and added item Ascension.

Rarity ladder

Six active drop rarities, plus player-made Crafted gear that sits outside the ladder entirely.

Normal Unique Rare Legendary Fabled Mythic
RarityFrequencyWhat defines it
NormalVery commonFixed stats, always identified on pickup - the weakest tier.
UniqueVery commonHas an unidentified variant; modest ID pool.
RareCommonWeaker average IDs than Legendary, but many carry "gimmick" IDs that make them best-in-slot for specific builds.
LegendaryUncommonLowest rarity that Tomes and Aspects can be; still very usable endgame gear outside mythic-required content.
FabledRareSits between Legendary and Mythic; frequently carries unique Major IDs.
MythicVery rareThe chase tier - strongest elemental rolls, often build-defining Major IDs. A dedicated player can go many hours without one dropping.
CraftedPlayer-madeRandomized stats from gathered materials + ingredients; has durability that degrades IDs below 50% and drops them to 10% at 0%.
Set bonuses still exist. 2.2.0 only retired the old "Set" rarity - it didn't touch item sets themselves. Set gear now just carries whatever rarity it actually earns (Unique, Rare, Legendary, ...) and is tagged as part of a named set instead of getting its own tier. Equipping 2, 3, or 4+ pieces from the same set still stacks a growing bonus - most sets top out at 4 pieces, a few go as high as 8. Example, the Leaf Set's Thorns bonus:
2pc: +8% Thorns 3pc: +13% Thorns 4pc: +25% Thorns

Identifications - how item rolls work

Every ID on a piece of gear rolls independently against its base value: positive IDs land anywhere from 30% to 130% of base (101 equally-likely outcomes, * at 101%+, ** at 125%+, *** only at the exact 130% cap); negative IDs (drawbacks) roll 70-130%. Re-identifying an already-identified item costs 5x the original ID cost - with only ~1-in-101 odds per line on a great roll, and a chase item carrying 8-12 lines, this scarcity is the single biggest driver of Trade Market prices.

30% 101% * 125% ** 130% ***

Corkian Augments

Consumables used at the Item Identifier to influence a roll instead of leaving it to chance. All three are tradeable, but the price gap between them is enormous - figures below are order-of-magnitude community numbers, not quoted prices, since the Trade Market shifts constantly.

Corkian Amplifier

Legendary, 4 tiers (I-IV: +5% / +10% / +15% / +20%). Right-click the confirm button instead of left-click when identifying or rerolling - raises the floor of every positive ID roll on that item by the tier's amount.

Common raid reward 4x Tier I from The Feathers Fly Part II (Lv 93) Cheap - a few LE each

Corkian Insulator

Mythic, no tiers. Locks one chosen ID so it can't change during a reroll - consumed either way. Stacks with an Amplifier, but not with a Simulator (pick one per reroll).

Lootrun Reward Chest only, Mythic rate Rotates weekly - not always available Pricey - Mythic lootrun-exclusive, well into stx

Corkian Simulator

Mythic, no tiers. Keeps the reroll count from increasing, so re-identifying doesn't compound toward the 5x-per-reroll cost mentioned above. Stacks with an Amplifier, but not with an Insulator.

Lootrun Reward Chest only, Mythic rate Rotates weekly - not always available Pricey - Mythic lootrun-exclusive, well into stx

Powders

Five elemental powders - Earth, Thunder, Water, Fire, Air - matching the five skill points, each with seven tiers (I weakest -> VII strongest, level-gated on the item). Socketing two Tier IV+ powders of the same element unlocks a Powder Special. Higher tiers are made by combining 4 powders of the same tier at an Item Upgrader (a 4:1 chain), which is why fully T6/T7-powdering an endgame item is one of the most grind-heavy parts of finishing a build.

ElementWeapon specialArmor special (passive)
EarthQuake - stun + burst damageRage - scales with missing HP, up to ~400%
ThunderChain Lightning - arcs to nearby enemiesKill Streak - stacks per kill, caps ~200%
WaterCurse - marks target, amplifies damage takenConcentration - scales with mana spent, caps ~150%
FireCourage - damage boost, also buffs alliesEndurance - stacks per hit taken, caps ~200%
AirWind Prison - immobilizes target, boosted damageDodge - stacks near mobs, caps ~150%

The currency ladder

Emerald
base unit
->
Emerald Block
= 64 E
->
Liquid Emerald
= 64 EB - 4,096 E
->
Stack of LE ("stx")
= 64 LE - 262,144 E

Income sources, roughly ascending in scale: quests (~64 LE cumulative per class), raids and dungeons, professions/crafted-goods sales, and - the primary endgame moneymaker - Lootrunning procedurally structured chest routes, where reward quality scales with your Loot Bonus/Loot Quality IDs.

Take this advice

Budget weapons by level, all 5 classes

A cheap-first weapon pick for every 10 levels from 10 to 90 - no Trade Market shopping required, all Unique tier (common, inexpensive drops) rather than chase Legendaries or Mythics.

Disclaimer: this table and the armor/accessory one below it are a rough starting point, not a 100% confirmed community-tested route - generated from the live item database (see "How these were picked" under each table) rather than verified by hand. Treat every pick here as a reasonable direction, not gospel; something else you find along the way may well be better.
Free tier first: every class follows the same pattern at the very start, before any of the table below applies - a starting weapon at Lv 1 (Oak Wood / Cracked Oak), a Lv 2 common upgrade (Stone-Hewn), and a guaranteed Lv 10 quest reward (Elemental Training or Fiery) - all untradable, all free, no farming or Trade Market needed.
Level Warrior - Spear Archer - Bow Mage - Wand Assassin - Dagger Shaman - Relik
10-20 Sting (18)
Infested Pit
Web Spitter (20)
Infested Pit
The Brain Smasher (20) The Wool Trimmer (20) Ivy Whip (19)
Infested Pit
20-30 Hook (29) Aeolian (29) Timbre (27) Ocelot Claw (27) Vivace (29)
30-40 Meteorite (40) Upgraded Long Bow (38)
Rymek
Sneaky Caster (36) Upgraded HellRaiser (38)
Rymek
Hue (39)
40-50 Malfunction (48) Scorcher (47) Spine (50) Bear Opener (47) Col Legno (48)
50-60 Griswold's Edge (60) Whitecap (59) Melon Cutter (58) Wild Gauntlet (60) Strikedown (60)
Troms
60-70 Troms' Pride (70) Stonesplitter (67) Backfire (69) Calcined Estoc (68) Relentless (70)
70-80 Krampus (80) Scrooge (80) Gnarl (78) Frostburn (80) Waking Nightmare (79)
80-90 Yamato Spear (87) Eliminere (87) Centrifugal (90) Iron Grippers (84) Silent Ballet (83)
Still a work in progress: nobody's actually taken all 5 classes through every one of these picks yet - if you try one and it's a dud (or you find something better), let us know and we'll swap it out.

Budget armor & accessories by level

Armor and accessories aren't class-locked, so this table is shared across all 5 classes - one cheap Unique-tier pick per slot per bracket, ranked by base Health, since survivability is the safest generic pick for a leveling loadout regardless of build.

Level Helmet Chestplate Leggings Boots Ring Bracelet Necklace
10-20 Confusing Cap (18) Bear Body (16) Atheist (19) Goliath (19) Lizard (18) Iron Bracer (10) Simple Coin (18)
20-30 Rubber Helm (29) Detlas' Skin (29) Spider Silk Carduroys (29)
Almuj
Lucky Boots (28) Zjarr (25) Blackout (22) Jackal Crest (24)
30-40 Enhanced Salience (38)
Rymek
Enhanced Zeal (38)
Rymek
Enhanced Meditation Robe (35)
Rymek
Enhanced Oxford (35)
Rymek
Morph-Emerald (37) Life Charge (30)
Timelost Sanctum
Charm of the Tick (35)
40-50 Ameliorate (49) Iron Scrap (48) Enhanced Duskshield (42)
Rymek
Foot Warmers (48) Ozoth's Breath (49) Steel Bracer (45) Coarse Torc (43)
50-60 Mist (56) Coriolis (58) Nettle Tangle (58) Synergy (59) Return (53) Great Brace (51) Electric Torc (54)
60-70 Soul Wreath (64) Calcite (67) The Oblivious (62) Hell Walk (67) Garnet Ring (67) Insulation (60) Fiery Torc (69)
70-80 Rinkaku (79) Endotherm (71) Meltsteel Greaves (77) Black Sheep (79) Soldier (78) Broken Gauntlet (79) Sealing Coin (76)
80-90 Blushwind (88) About-Face (86) Vulcamail Leggings (89)
Rodoroc
Grip of the Land (88) Gnir (85) Tight Clamp (80)
Thanos
Sowilo (87)
Same deal as the weapon table: this is a first pass, not a battle-tested route - treat it as a reasonable default while you're still learning the ropes, not the final word.
04
Know before you go

Quests that catch people off guard

Beginner

Most Wynncraft quests are straightforward - these are the ones the community consistently flags as genuinely tough, either from a punishing boss fight or from parkour/puzzle sections that trip people up. Starting NPC, prerequisites, and rewards are included where known, so you can tell how deep into a questline each one sits. Two quests once on lists like this - Eye of the Storm and The Fortuneteller - have since been removed from the game entirely, so they're left off here.

Boss fights to prepare for

Tower of Ascension Lv 40 (aim for 70-75) >

Watch out for: Death slowly circles you clockwise and can summon one boss from each of the six previous chambers at once - kill the summons before they pile up rather than ignoring them. Getting her stuck against an arena wall makes sustained DPS much safer.

Notes
Starts: Ankou, Tower of AscensionReward: Champion Armour set + 32,768 emeraldsBring Clearsight Spectacles
The Qira Hive Lv 80 (boss meant for 100+) >

Watch out for: Qira runs 3 phases (375k HP, escalating to 500k in phase 3), summons elemental Hive Drones, and leaves a purple particle trail behind you - stepping back onto your own trail triggers an explosion that deals TRUE DAMAGE, ignoring Agility/dodge entirely.

Notes
Starts: Yansur, Canyon of the LostReward: 6 elemental Vouchers + the InhibitorFull Morph set recommended, bring a group
A Hunter's Calling Lv 103 >

Watch out for: 2v1 against Tasim and Aledar together - killing one early makes the other much stronger. DPS builds should drop Aledar first (he hits harder); tank builds should drop Tasim first (more HP and elemental defense - he reaches 800k HP in phase 2).

Notes
Requires: A Journey Beyond + A Journey Further + an Eldritch Outlook clearReward: unlocks Hunted ModeQuest spans Wynn, Gavel, and Corkus
Reincarnation Lv 74 >

Watch out for: Bob's Reincarnation runs 4 phases: an arrow-storm volley that can nearly one-shot you if you're not at range, a vanish-then-rush melee phase, and a charge attack best dodged by moving in a triangle pattern. The water elemental adds heal him, so kill those first.

Notes
Requires: Cluck Cluck + Bob's Lost Soul + Ice NationsStarts: Batelu, Bob's TombCollect all 3 quest items before entering
The Passage Lv 57 >

Watch out for: Introduces Boss Altars - the fight against The Chief at the Tribal Sanctuary altar is explicitly meant for multiple people, not solo.

Notes
Starts: Wirt, then Ildan, in TromsGrind 4 Zombie Eyes on the way inAn Antic Bead skips the fight entirely

Parkour & puzzles that trip people up

Shattered Minds Lv 70 >

Watch out for: Long jump-boost parkour section - if the boost runs out mid-climb you have to return to Professor Eih to recharge it. The final "boss" Yahya has 1,000,000,000 HP and is unwinnable by design - just run past him and out of the room instead of fighting.

Notes
Starts: Likeru, EfilimReward: Psychomend VestPick up the strange coin near Elder Berusia - needed later
Dwarves and Doguns (Parts I-IV) Lv 91-94 >

Watch out for: The series' infamous parkour section runs through the inside of the giant robot Garaheth - widely cited as one of the toughest platforming stretches in the game. A separate glass-connecting puzzle can become permanently unsolvable if you fail it, forcing a /kill reset.

Notes
Starts: Lozeg, Rodoroc TheaterReward: Molten Heights elevator accessFour-part chain - take jumps slow
Royal Trials Lv 98 >

Watch out for: Officially rated Hard. A forced-scroll, flappy-bird-style airship platformer sends you back to the start on any hit, on top of a stealth mansion heist past Heavy Mansion Guards (16,500 HP) and a brutal Airship Captain fight (100,000 HP).

Notes
Starts: Skyraider Guard, Sky IslandsReward: Queen's HeadpieceNeed a pirate outfit first - trade, or kill the 80k-HP Monstrous Crab
One Thousand Meters Under Lv 95 >

Watch out for: A 10-second timed vent-closure sprint and a 2-minute bridge defense against Void creatures bookend a run of pipe/button puzzles - miss the vent timer and the room floods with enemies.

Notes
Starts: Scientist Ynnos, AhmsordReward: unlocks The Void + Ominous WindMedium-rated but mechanically dense
Rise of the Quartron Lv 49 >

Watch out for: Officially rated Hard despite the low level - you platform up the outside of a giant robot while it flamethrowers the path, then fight two Quartron Cores immune to knockback/blindness/slowness, before literally outrunning a countdown timer back out of the cave.

Notes
Starts: Manager Nasea, Karoc QuarryReward: Quartron's EyeEscape timer after the final fight
A Marauder's Dues Lv 83 >

Watch out for: An illusion-room platforming gauntlet (right-click gray blocks to shift the room, track which blocks are real) leads into a puzzle where you arrange six cores on a 2x3 grid to hit exactly 100 Explosive Power - the Gray Core loses power near any non-rainbow neighbor, so corner placement matters.

Notes
Starts: Norsten, Canyon of the LostReward: gate access to TheseadDon't overjump the tower section
The Canary Calls Lv 85 >

Watch out for: Officially rated Hard. Spells are completely disabled for the mining and boss stages, so the minecart puzzle (precise right-click/left-click timing) and the final fight against 8 Bizarre Monoliths both have to be done on pure melee and movement.

Notes
Starts: Daffyd, Thesead MinesKnown cart/pressure-plate physics bug - reposition if stuckSpells stay off for the whole back half
The Lost Lv 85 >

Watch out for: Three separate rescues, each its own mini-puzzle: throwing eggs to distract a bird for Fetu, screen-shaking parkour across unstable rocks for Yuge, and crafting a catapult from gathered materials to dig Gordon out of a collapsed house.

Notes
Starts: Dejol, Canyon of the LostReward: Canyon ChartPlatforming-heavy despite the level 85 gate
The Bigger Picture Lv 76 >

Watch out for: A bookshelf puzzle needs matching colored books to a riddle about "first letters" and colors - and there's a Regular Zombie nearby that regenerates health too fast to actually kill, so don't bother fighting it.

Notes
Starts: Psilo, Mushroom CaveReward: Gnome's Ring + Giant's RingMovement spells skip the shrink-down section

Storyline quests officially rated "Hard"

These carry the game's own "Hard" difficulty tag (separate from quest length) - mostly late-game storyline finales that mix tough bosses with heavy puzzle/stealth sections.

A Journey Home Lv 104 >

Watch out for: A TNT puzzle demands precise explosive placement without destroying protected structures, then a timed bridge crossing gives you only 5 seconds before it collapses - all before the final fight against Commander Lilles.

Notes
Stealth around Fruman recruits5-second bridge timerCan retreat to Ragni if the boss fight goes badly
A Journey Beyond Lv 100 >

Watch out for: The Black Geist has a barrier that blocks all damage until you've collected a Corrupted Pearl and a Light item first - and it Vanishes/teleports to punish careless positioning.

Notes
Tar-pit parkour with a 7-use pickaxeEscort Aledar (20 hearts) through Eyeball ForestTimed lava platforming in a worm's stomach
A Journey Further Lv 101 >

Watch out for: Tough late fights (King of the Parasitic Slimers, the pull/teleport Upside Downer) plus a void-portal puzzle where picking the wrong portal drops you into a dangerous arena.

Notes
Bouncy slime parkour in toxic wastesUnlocks Eldritch Outlook dungeon + The Nameless Anomaly raidStory requires sacrificing Aledar
Finding the Light Lv 71 >

Watch out for: Realm of Light IV - the wiki flags this one Hard in its own right, on top of being deep into a long questline most players haven't started yet.

Notes
Part 4 of 5 in the Realm of Light chainDo the earlier parts first
The Realm of Light Lv 79 >

Watch out for: The finale of the 5-part Realm of Light questline - the location itself is notoriously hard to find without a guide, on top of the Hard-rated combat.

Notes
Realm of Light V (final part)Coordinates are easy to miss
Apotheosis Lv 119 >

Watch out for: Three back-to-back multi-million-HP bosses: Sovereign Majin (11.5M HP, spotlight + beam attacks), Sovereign Tasim (7.8M HP, transforms into a butterfly form at 75%), and Her Majesty (13M HP, arena-wide spike patterns).

Notes
Three huge bosses in a row, minimal breaksPattern recognition matters more than raw statsOne of the highest-level quests in the game
Ensemble of Hope Lv 118 >

Watch out for: Stage 3 throws six escalating enemy waves at you before you even reach the boss, Kaezu (1.225M HP with 400k-HP elite adds). The mirror-realm sections also have invulnerable enemies you're not meant to fight at all.

Notes
6-wave gauntlet before the real bossSome enemies can't be killed - solve around them instead22+ stage quest, pace yourself
Echoes of Change Lv 112 >

Watch out for: A mid-quest duel against Syndra at full power leads into the real final fight: Sovereign Zhiraok, a 6M HP boss whose "Zero Out" ultimate hits a huge area once his health runs out.

Notes
Two boss fights, not oneBomb-assembly puzzle at stage 7Stealth/disguise sections earlier on

Your first path through Wynncraft

Not sure what to actually do first? Here's a rough path through the game, level by level - which quests are worth grabbing, when to detour into a dungeon, and where to just grind for a while. It's not the only way to play, but it's a solid default if you'd rather follow a plan than figure it out cold. Gold-ringed stops are the ones worth going out of your way for. Want exact grind-spot coordinates too? Check "Fast Leveling" under Advanced.

Lv 1-10 - Ragni

Just get moving

Kick things off grinding the Emerald Trail out in Nivla Woods for a few levels, then swing back for "The Sewers of Ragni" - your first proper quest, and it drops you straight into the Decrepit Sewers dungeon. Nothing to overthink here, just enjoy the ride.

Lv 11-20 - Detlas

Settle into a rhythm

Detlas opens up the Black Road and Pigmen's Ravine for some easy grinding. Whenever you're ready, grab "Arachnids' Ascent" and clear the Infested Pit dungeon while you're in the area.

Lv 21-30 - Nemract

Into the crypt

Head to Ancient Nemract and pick up "Grave Digger" at Saint's Row, then follow the story into "The Dark Descent" - that one leads you straight into the Underworld Crypt.

Lv 31-40 - Almuj

Sand, sand, and more sand

The desert grind around Almuj keeps you moving. "Kingdom of Sand" is worth doing here too - it unlocks the Sand-Swept Tomb dungeon right after.

Lv 41-50 - Llevigar / Nesaak

Worth the detour: Tower of Ascension

This stretch has Tower of Ascension waiting for you - a genuinely tough fight, but it hands out one of the biggest single XP rewards in the early game, so it's worth pushing for even if it takes a couple tries. "Fate of the Fallen" and the Ice Barrows dungeon round things out.

Lv 51-60 - Olux / Troms

Find your groove

"Corrupted Betrayal" leads into Undergrowth Ruins, then settle into Herb Cave for a while - it's one of the most reliable grind spots in the whole game, so don't rush past it.

Lv 61-70 - Gelibord

Don't skip this one: The Worm Holes

"Redbeard's Booty" and the Galleon's Graveyard dungeon come first, then start the Realm of Light questline with "The Worm Holes" - that's the one that unlocks your Mastery Tome slots, so grab it even if raiding still feels far off. Corrupted dungeons at The Forgery also open up around level 65, a great repeatable XP loop worth remembering for later.

Lv 71-80 - Cinfras

Quests start pulling their weight

From here on, a few single quests are worth more than a whole grinding session. Lean on the Corrupted Infested Pit and Corrupted Lost Sanctuary at The Forgery to fill in the gaps between them.

Lv 81-90 - Canyon of the Lost / Corkus

First raid, if you're ready

Push through to Realm of Light V and take a shot at Orphion's Nexus of Light once your build can handle it. Freezing Heights is a solid, unglamorous grind spot to round out the rest of the way to 90.

Lv 91-100 - Molten Heights / Sky Islands

The Canyon Colossus opens up

The Canyon Colossus becomes an option at 95 if you're geared for it. Otherwise, keep leaning on Corrupted dungeons and grind out Mirror Cave on the Sky Islands on your way to 100.

Lv 101-106 - Silent Expanse

The edge of the old endgame

"A Journey Beyond," then "A Journey Further" - these carry you to the edge of what used to be the endgame before Fruma. Eldritch Outlook waits at the end of it, and Witness Church (nicknamed the "Eyeball Forest") is your grind spot along the way.

Lv 103-119 - Fruma (the finale)

The big one: A Journey Home

"Queen's Recruit" bridges you straight into the Fruma questline. "A Journey Home" is the single biggest XP quest in the entire game - 15.3 million XP in one go, don't skip this one. From there you're into five story chapters through Auburn Forest, The Steel Feather, and beyond, capped off by The Wartorn Palace raid once you hit 120.

05
Optimizing further

Advanced builds

Advanced

Once the basics from Builds & Economy click, this is where builds actually get pushed further - the account-wide systems layered on top of gear, what finishing a build really costs, and the named archetypes builds tend to fall into.

Tomes, Aspects & Ascension

Mastery Tomes

14 slots across 7 types (Armour, Weapon, Marathon, Expertise, Mysticism, Lootrunning, Guild) buffing stats outside your equipped gear. Legendary -> Fabled -> Mythic (~1-in-27 odds per qualifying drop). Earned from raid reward pools.

Aspects

5 slots buffing specific Ability Tree nodes, shared account-wide. Legendary Aspects make minor tweaks; Fabled improve archetype abilities; only one Mythic Aspect can be active at a time, forcing a real build choice.

Ascension (new, 2.2.0)

Consume one Ward of all 7 colors to "ascend" select Mythics. 30% base success chance, or guaranteed by also sacrificing a duplicate copy of the same Mythic - wards are consumed either way. The single most expensive upgrade path in the game.

What a build actually costs

Figures below are order-of-magnitude community numbers from Trade Market snapshots and forum price-check threads - Wynncraft's economy shifts with every content update, so treat these as directional, not quoted prices.

Cheap - leveling build
~free - a few EB

Normal/Unique/Rare drops picked up organically while questing. Unpowdered or low-tier (I-III) powders. No re-identification needed - most content up to mid-game doesn't require optimized rolls.

Mid-game build
~1 - 3.5 stx

Legendary/Fabled items with average (not perfect) rolls, Tier IV-V powders for Powder Specials, starter Tomes and a Legendary/low-Fabled Aspect. Comfortable for group dungeons and the lower raids.

Endgame farm / pushing build
~1 - 10+ stx

Full Fabled/near-BiS-Legendary base plus one or two Mythics in high-impact slots, Tier VI powders on key items, Fabled/Mythic Tomes, and a matched Fabled or single Mythic Aspect.

Top-tier best-in-slot "meta" build
~20 - 50+ stx

4-6 specific well-rolled Mythics (individually ~2-25 stx each), max-tier powders everywhere, Mythic Tomes, and often a full Ascension - pricing well beyond 50 stx once truly perfect rolls are chased.

1Compounding scarcity - needing several specific Mythics (not just any Mythic) multiplies the rarity of each individually.
2Near-perfect roll tax - 101 equally-likely outcomes per line means natural great rolls are vanishingly rare; buyers pay a 5-10x+ premium for someone else's lucky drop.
3Max-tier powders - the 4:1 combine chain to Tier VI/VII is exponential, on top of Powder Exchange/Tol Rune costs.
4Ascension - a full 7-Ward set plus, for a guaranteed result, a second copy of an already-scarce Mythic.
5Tome/Aspect ceiling - Mythic Tomes (~1-in-27) and the single-slot Mythic Aspect are their own long-tail grinds layered on top of gear cost.

Build types, by purpose

Tier Stack / Rawstack

Fast attack speed + high base weapon damage - the classic mobbing / farming / lootrunning build.

Heavy Melee

Maximizes a single slow hit for huge per-swing numbers - strong against tough single targets like bosses.

Cancelstack

Uses ID combos to cancel the attack-speed penalty that heavy-damage gear normally imposes.

Int Spell / Intless / Spellspam

Reduces spell cost via Intelligence or negative-cost IDs to cast as fast and cheaply as possible.

Heavy Spell

Extreme spell-damage IDs that also spike spell cost - huge per-cast nukes for boss fights.

Spellsteal

Sustains a spell-focused build via mana steal instead of raw regen, for long fights.

Heavy Hybrid

Deals meaningful damage through both melee and spells - flexible, popular in PvP.

Tank / Healer

Defense, HP, and elemental resistance (or healing IDs) prioritized for holding aggro or keeping a party alive.

Poison

Stacks damage-over-time rather than direct hits - effective against high-defense single targets.

Movement / Speedrun

Stacks walk/sprint/jump IDs with just enough survivability - built for fast lootrun chest routes.

06
New account roadmap

Fast leveling & progression

Advanced

Quests alone only cover roughly 27% of the XP needed to hit max level - the rest comes from mob grinding. The efficient path mixes both: quests carry you through the story and hand out huge one-off XP bursts at key levels, while grinding fills the gaps between them.

The level-difference penalty

For every level of difference between you and a mob (above or below), you lose 3% of that mob's base XP - dropping to 0 XP at a 34+ level gap. This is why guides constantly say to change grinding spots every 5-10 levels rather than overstaying one camp.

0 lvl
5
10
15
20
25
30
34+

Speeding up XP gain

Adventurer's Set

Early armor set with a +50% XP bonus set effect - the wiki's own recommended leveling set for new characters or alts.

Mob Totems

Rank-perk item that boosts mob spawn rate (not per-kill XP) in a radius for 5 minutes - more kills per minute is the real lever. Doesn't work inside dungeons/raids.

Party bonus

Being in a party grants roughly +20% bonus XP to nearby members - group grinding is more efficient per person, not just faster.

Double XP events

Combat XP Bombs (20-minute server-wide 2x) and periodic Double XP Weekends stack with gear XP bonus.

Grinding spots by bracket

Every coordinate below is (X, Z) - X is east/west, Z is north/south (ignore Y, that's just height). Click any coordinate to copy it. A "~" in front means sources disagreed by up to a few hundred blocks, so treat it as "nearby" rather than exact. "Region only" means no numeric coordinates could be confirmed anywhere we checked - go by the named area instead.

Levels 1-30
SpotCoordsWhy it's good
Nivla Woods / Emerald Trail (1-7)Starter zone, easy zombies, first easy-kill area right outside Ragni.
Pigmen's Ravine (14-30)Wide effective level range, decent density across multiple mob types.
Mt. Wynn Spider Pit (20-28)Spiders split into silverfish on death - very AoE-farm friendly.
Saint's Row Graveyard (26-30, quest-gated)Strong 119-211 XP/kill and less crowded since it's quest-gated.
Levels 30-60
SpotCoordsWhy it's good
Llevigar Spider Nest (40-42)High XP ceiling - up to ~1,705 XP per kill on tougher spiders.
Ice Wraith Cave (43-47)region onlyHigh-HP mobs (2,135-5,625 HP) yield 378-1,529 XP per kill.
Ember Cave (51-53)region onlyHuge flat HP pool (9,975) on its mobs for big per-kill XP.
Herb Cave (52-70)Cited across multiple guides as a strong, long-lasting grind zone - best in the narrower 58-68 range.
Levels 60-90
SpotCoordsWhy it's good
Dullahan's Castle (65-67)Very high XP ceiling per kill - up to ~6,011 XP.
Temple / Training Arena (71-78)One of the most recommended spots - static, high-density, reliable trainers.
Defiled Cave (~50-89)Exceptional spawn density; melee classes handle it far better than squishy ranged builds.
Corrupted Dungeons, The Forgery (71-90)region onlyHarder reskins of early dungeons, no quest gate - a core burst-XP loop from 70+.
Levels 90-120
SpotCoordsWhy it's good
Freezing Heights / Basalt Cave (85-94)Consistently recommended across independent guides for this bracket. (Coordinate is for "Basalt Basin" specifically - unconfirmed whether that's the same spot players call "Freezing Heights".)
Mirror Cave, Sky Islands (96-100)Up to ~3,457 XP/kill with good density.
Frozen Fort (100-106)region onlyUp to ~21,027 XP per kill.
Witness Church / "Eyeball Forest" (101-110)The single highest per-kill XP spot documented pre-Fruma - up to ~55,111 XP/kill.
Fruma Province (105-120)region only23 new caves and 15 new World Events - the new top-end zone, still an emerging part of the community's knowledge base.

Popular named grinding spots

These four come up constantly in partyfinder and community guides - named enough that people just say the name rather than coordinates, though the coordinates are here too.

Herb Cave

Lv 58-68

North of the Great Bridge, between Troms Jungle and Nesaak Forest. Dead Miners and Herb Spawns spawn fast for reliable XP, plus a slow-moving Deceased Professor miniboss and a chance at the rare Iboju Mollusk.

Flesh Cave

Lv 61-80

Kander Forest, just east of Dullahan's Castle. Home to the Visceral Remnant mobs and the Flesh Amalgam miniboss (Lv 75) - listed on partyfinder as "Flesh Cave."

Waterfall

Lv 81-90 (with a party)

Near Aldorei Town and Cinfras. Community opinion is split - several guides call it a waste of time solo in the 71-80 range, but recommend it 81-90 if you've got a party to share the load.

Scrapyard

Lv ~90

The Mech Scrapyard on Corkus Island, southeast of Corkus City behind the Fallen Factory. Full of mechs (electromagically-animated robots) - a party grind spot, not really a solo one.

Bat Cave

Lv 104 (mobs Lv 108-110)

Auburn Forest in Fruma, beside the Royal Dam near the Aelumia Citadel plateau. Cliff Scuttlers (393k HP, weak fodder) and Scarlet Megabats (620k HP, immune to blindness/knockback/slowness) - popular because both are easy to kite compared to Fruma's other high-level spots.

General tips

Honest caveat: the 105-120 Fruma bracket is only a few months old at time of writing, so exhaustively tested grind-spot guides for it are still thin compared to the well-worn 1-106 guides above. A forum poster noted hitting a leveling "wall" around level 111 once the new main story is finished, where World Events and open grinding become the primary XP source.
07
Endgame group content

Raids

Advanced

Every raid follows the same skeleton: enter with a raid-specific Rune (consumed on entry, exact party of 4 required) -> clear a sequence of challenge rooms, each built around a puzzle, gauntlet, or timed objective -> pick a power-up after each room -> fight a climactic boss -> open a shared weighted loot chest. Ordered below from oldest/lowest level to newest/highest.

RaidCombat lvlRelease orderDifficultyLoot quality
Nest of the Grootslangs (NOTG)54+1st - oldestEasiest - entry raidWeakest (Tier 1 Tomes)
Orphion's Nexus of Light (NOL)79+2nd2nd easiest (contested - some rate it harder than TCC)Middling
The Canyon Colossus (TCC)95+3rd2nd hardestStrong, most consistently profitable
The Nameless Anomaly (TNA)103+4thHardest of the original four - "requires a good party or you'll probably lose"Strong / highest gear tier
The Wartorn Palace (WTP)119+5th - newestUnclear - too new for a settled verdictUnclear - too new for a settled verdict

Most-cited difficulty order among the original four: NOTG -> TCC -> NOL -> TNA - not unanimous, group-to-group experience varies. Those four received a major mechanical rework in update 2.1 "Rekindled World"; WTP (2.2.0) hasn't been out long enough to earn a place in that ranking yet.

Nest of the Grootslangs

NOTG
Combat lvl 54+Party exactly 4Key 1 Az Rune / playerLocation Olux SwampCoords

A subterranean breeding ground where normally-peaceful Grootslangs have turned frenzied after parasitic Dernmites began growing inside them. The oldest raid in the game, and the entry point into raiding.

Room 1 - Slimey Platform>
One player holds the platform toward 60s total while the other three watch for Toxic Slimes spawning every 10s and kill them the instant they appear - the timer only survives if slimes die before they hatch.
Watch out: unattended slimes hatch, stunning the holder for 5s and adding 5s back onto the timer - kill slimes on sight.
Room 2 - Tower Defense>
Spread out to cover the towers (up to 5 possible spawn locations) and keep at least one player holding each occupied tower for 60s while Grootslang Whelps spawn every 5s (5s warning) - rotate to reinforce whichever tower is under the most pressure.
Watch out: a tower decays if left fully unattended for 30s - don't let multiple threatened towers split your group's attention.
Room 3 - Slime Gathering>
Split up across the room's three sources of Slimey Goo: solve the color-sequence cannon puzzle, cross the diagonal-parkour segment on foot, and kill Encroaching Tunneler mobs - between the three, gather 10 Goo total to clear the room.
Watch out: movement spells are disabled during the parkour segment - don't rely on mobility abilities there.
Room 4 - Tunnel Traversal>
Pick one player to wield the Heavy Hammer - they move slower and can't attack or cast, but crack rocks and unshell Shelled Grubs by clicking on them - while the other three stay close and clear mobs along the tunnel to keep them safe.
Watch out: if the hammer-wielder dies they just respawn at the room's start - it's a setback, not a hard fail, so don't panic and abandon the run.
Room 5 - Minibosses>
Split into two pairs, one assigned to the upper level and one to the lower - each pair fights their two minibosses in sequence (not simultaneously) to raise their half of the arena.
Watch out: if both players assigned to a level die, the raid fails outright - don't send your two weakest players to the same level.

NOTG's rooms don't have much documented role-split strategy beyond the mechanics above - unlike the other raids below, no deeper community-established "optimal split" was found for this one.

Boss - Grootslang Wyrmling, "The Restless Devourer"

Level 100, ~1.8M HP. Weak to Fire; resists Earth/Thunder; immune to Blindness/Knockback. Has 3-21 independent body segments that buff its abilities while alive - destroying them damages the head directly, favoring AoE/piercing kits.

Maw Rush - 5 directional charges Devour Prey - green sigil, near-one-shot if not dodged New Brood - spawns Whelps + Carnivorous Plants Cannibalize - eats a live Whelp to heal, kill Whelps fast
RewardsTier 1 Tomes, Wards, LE/EB, Charm of the Worm, Apex Predator, Atavistic, Extinction, powders
Loot verdictWidely considered the weakest loot pool of the four raids

Orphion's Nexus of Light

NOL
Combat lvl 79+Party exactly 4Key 1 Uth Rune / playerLocation Realm of LightCoords

Orphion, embodiment of Light and an ally from the Realm of Light questline, has been infected by a parasite that's decaying Light itself. Players fight to purify him.

Room 1 - Decaying Tower>
One player climbs the tower via its gold launchpads (or movement spells) to hold it toward 60s total, while the other three watch the 6 crystals - every 11s, 2 of them spawn parasites that must die within a 10s window, or the holder gets knocked off and can't re-hold for another 10s. Killing parasites fast is the real job; the holding itself is passive.
Watch out: rotate cleanly between platform-holder and parasite-killers - repeated misses stall the room long enough to fail the raid.
Room 2 - Cloud Decay / Light Gathering>
Cloud Decay: the whole party converges on whichever 3 of 9 clouds light up each wave and clears the adds inside 30s - three waves, no fixed roles needed, just fast focus-fire. Light Gathering: split three ways at once for 10 Light Crystals total - one player fights the Athanatic Witness miniboss (2 crystals), one runs the invisible-platform parkour with movement spells disabled (1 crystal), and the rest defend against falling Decay Atriums for 20s using Shift-fired light rays (2 crystals) - repeat the split until all 10 are in.
Watch out: the 30-second add-kill window is a hard DPS check - missing it resets that wave's progress rather than failing the raid outright.
Room 3 - Light Tower / Invisible Maze>
Light Tower: the Crystal Holder can't see the moving Purifying Light pillar, but teammates can - stand inside the pillar yourselves so the Holder can see YOU highlighted and follow, guiding them through it across all 3 floors while the rest fend off spawning mobs. Invisible Maze: roles flip - the Holder now sees the sparkle-marked path and leads, everyone else follows blind - and at each of 3 checkpoints, two non-holders need to stand on two spawned platforms at the same time to proceed.
Watch out: the Holder's role flips between these two halves - make sure everyone knows which phase they're in before shouting directions.

Boss - Two-part fight: Orphion, then The Parasite

Orphion (6.5M HP) must be freed from possession; key danger is Solar Shower (below 50% HP) - a collapsing black hole that pulls everyone in for massive damage. Phase 2, The Parasite (4M HP), uses Power Struggle: it "overtakes" a player, who must land class-specific spell prompts to resist or be forced to harm allies.

Light Cross - 4 homing beams Lightning Crash - mana-drain + freeze rings Power Struggle - overtake mechanic
RewardsTomes (Mythic > Fabled), Wards, Charm of the Light, Athanasia, Cacophony, Metamorphosis
Loot verdict"Not too bad, not too great" - above NOTG, below TCC

The Canyon Colossus

TCC
Combat lvl 95+Party exactly 4Key 1 Tol Rune / playerLocation Canyon of the LostCoords

An ancient guardian statue built to protect Gavel has gone erratic after prolonged neglect. Players work with Elder Astal to calm it.

Room 1 - Two Platforms>
Split into two pairs - one holds the upper platform, one the lower - and keep both occupied at the same time toward their own 60s timers; any moment either platform sits empty risks the Colossus' security-system spike.
Watch out: if both platforms aren't held simultaneously, the Colossus' security system triggers spikes for 40% max HP as true damage.
Room 2 - Lava Lake>
Haul water from the pond to cool each lava flow before its 60s timer runs out, and keep someone standing on every platform as it rises - an empty platform stalls progress. A miniboss spawns partway through and speeds the lava up further, so focus it down fast to bring the pace back under control. Repeats three times total.
Watch out: missing a flow's cooling window adds a penalty stack (1/5) - hit 5/5 and the raid fails, so don't let flows pile up.
Room 3 - Labyrinth>
From the center of the four-path maze (Blue/Yellow/Red/Green carpets), send one player up on wings to freely scout all four paths and call out directions, while the rest fight through mobs and Stone Golem minibosses on the ground toward whichever exit ends up sparkle-marked.
Watch out: there's no timer here, but the Stone Golems need to be cleared, not dodged - don't rush past them.
Room 4 - Golem Escort>
Split into two escort teams, one per golem path - but each team's switches open doors on the OTHER team's path, not their own, so call it out over voice/chat the moment you flip one. Clear boulders and fight off Molten Monsters on both golems' routes the whole way.
Watch out: if either golem dies, the raid fails outright - there's no partial-credit threshold, both need a full escort.
Room 5 - Binding Seal (4 simultaneous objectives)>
Assign one player to permanently guard Elder Astal (5 HP) by Shift-shooting incoming meteors - this role doesn't rotate and is the single most important job in the room - while the other three rotate through the Primeval Machine miniboss, a boulder-dodging segment under a spell-lock debuff, and a parkour + Agate Axon miniboss fight to light all 4 sigils.
Watch out: a single missed meteor can instantly fail the Astal-defense objective - assign your most reliable shooter there.

Boss - The Canyon Colossus

Level 200. Resists Earth/Fire/Blindness/Slowness, immune to Knockback. Fights across floating shards that permanently sink from Destructive Sight (unlocked at 50% HP) - the arena genuinely shrinks as the fight goes on.

Neural Shedding - spawns healing Pesky Peridotites, priority kill Sword Slam - sinks platforms for 20s Earthshattering Blade - floating blade, very high telegraphed damage
RewardsDefensive/Mysticism/Marathon Tomes, Insignia, Titanomachia, Windborne, Cannonade
Loot verdictStrong, and the most consistently emerald-profitable raid to farm

The Nameless Anomaly

TNA
Combat lvl 103+Party exactly 4Key 1 Tol Rune / playerLocation Void ValleyCoords

A metaphysical entity from the Realm of Darkness is tearing holes between reality and the Void, ripping pieces out of the world with no apparent awareness of the destruction it causes. Newest and hardest raid.

Room 1 - Flooding Canyon / Sunken Grotto>
Flooding Canyon: one player eats the Berserker Berry - huge melee damage, but blind, slowed, and unable to cast - and one-shots almost everything except the Void Rifts themselves (5 hits each); the rest call out directions and clear adds so they can reach every Rift inside 120s. Sunken Grotto: one player holds a plate on a stump toward 60s (stepping off pauses rather than resets it, and the role can't be shared - extra players get flung off) while the group destroys Ethereal Roots to suppress spawns and clears waves; watch for the named Monochromatism add around the 20s mark.
Watch out: losing the Berserker Berry carrier fails Flooding Canyon outright; the timer holder dying (or 3 total deaths) fails Sunken Grotto the same way.
Room 2 - Nameless Cave / Weeping Soulroot>
Nameless Cave: whoever stands under the blue light first becomes the Lightbearer - everyone else needs to stay inside that light radius or take continuous damage. Kill 3 Shadowlings, then finish with a Chiropterror miniboss (or the rarer Lost Eye variant). Weeping Soulroot: outside players farm Soul Shrubs and deposit them on the altar (a 5s uninterrupted hold briefly opens the door) while one player at a time enters the 5-grotto maze to hunt down 2 Interdimensional Isoptera hearts - time your entries and exits against the outside team's door-opening.
Watch out: the raid fails if the Lightbearer dies or if 3 players die total - Shadowlings actively try to pull people out of the light, so kill them on sight.
Room 3 - Blueshift Wilds / Twisted Jungle>
Blueshift Wilds: some players intercept Bulb Catchers before they steal the central Blue Bulb (recover a stolen bulb within about 8s or the room fails), while others escort Bulb Keeper carriers - who can't fight back and draw Face Eater aggro - in to deposit red bulbs, 3 needed total. Twisted Jungle: defend the central Void Hole (10 HP) while four sub-teams each clear one of four parallel paths for Void Matter - a 2-branch parkour, a miniboss corridor, an exploding-egg parkour gauntlet, and a pick-the-correct-of-2-minibosses path - then finish an invulnerable-until-triggered Despairing Crawler for the 5th and final piece.
Watch out: if a Bulb Catcher isn't killed within about 8 seconds of grabbing the Blue Bulb, it despawns with the bulb - permanently lost, and the raid fails.

Boss - "The Nameless" (community-nicknamed "Greg")

~Level 300, 18,000,000 HP - the highest-HP boss in the game. Resists Thunder/Water/Air and Blindness/Slowness, immune to Knockback. Goes invulnerable at 66%/33% HP for The Watched, firing true-damage beams worth 50% of your max HP if you don't dodge them.

Earthshatter - leap slam, escalating elemental damage The Void Claims - delayed grab on a targeted player Void Holes - teleport/fall-damage, spawn escalating adds
RewardsCombat Tomes, the Boundless gear set, Charm of the Void, ~2-3 Legendary Emeralds/run
Loot verdictStrong and profitable relative to its entry cost, with the highest gear tier of the four
WTP
Combat lvl 119+Party exactly 4Key 1 Ek Rune / playerLocation Aelumia CitadelCoords

The Queen of Fruma's palace is being consumed by corruption from within. Unlocked only after finishing "Apotheosis," the quest that closes out the entire Fruma storyline - this is the narrative capstone of that questline, not just another raid to walk into. Newest raid in the game (2.2.0).

Room 1A - Regal Ballroom>
A "Wielder" carries the Sonic Amplifier - shoot ceiling cracks to charge it, then fire the charged beam to strip damage resistance from a wave of 25 Jagaubis so the rest of the party can finish them off. Time Gendarme Caster kills to line up with the Wielder's beam rather than fighting them as a separate fight.
Room 1B - Grand Aisles>
Pick an element as a party before each of several enemy-guarded doors, then fight through - the path splits and needs keys from both branches to continue. A miniboss, Gallehaut, guards the choice of the final door.
Room 2A - Statuary Hall>
A "Holder" climbs the platform in front of the Knightmare miniboss and Shift-attacks its 5 Corrupt Shields while dodging spikes - each shield destroyed lowers its damage resistance, so the fight gets easier for the rest of the party as the Holder works through them.
Room 2B - Intruding Rifts>
Defend 8 Gendarme Soldiers while closing 10 "Lesser Rifts" scattered around the room - each Rift is its own mini-challenge (a mob kill, a miniboss, a platform hold, a symbol pattern, or a line-trace puzzle), so split up and call out which type you've found.
Room 3A - The Spire's Shadow>
The Wielder uses the "Bane of Binding" artifact to destroy 9 Anchors of Hate around the arena; each use spawns a Carnifex that has to die before the artifact recharges. Anchors can be held to stop them reburying themselves, so assign someone to babysit any anchor that isn't being worked on yet.
Buff rooms work a little differently here. Between the real challenge rooms sit three power-up rooms (pick 1 of 3 random buffs, plus a Blacksmith for repairs) - standard for this raid type. The third one, right before the Spire's Shadow, is forced instead of optional: every player must pick one of 3 random debuffs ("Corruptions") that stay active into the boss fight, so weigh those picks carefully. After it, climb the growing Blistering Pustules up the Spire to reach Anathema. Room-by-room fail conditions aren't as well documented yet for this raid as the other four below - it's brand new with 2.2.0.

Boss - Anathema

95,000,000 HP - by far the highest of any raid boss, with no combat level shown. Fire/Thunder/Air damage; immune to Blindness/Knockback, resistant to Slowness. Continuously summons Devil-type adds (Kalasutras, Killing Intents, Menaces, Weights of Suffering) throughout the fight.

Saltation - lunge into a shockwave + 4 mines Missile Bombardment - 5 homing missiles Charging Influence - meteors + corruption spikes Quaking Wingbeats - shockwave Grenadier - shrapnel grenades
The phase mechanics that actually decide the fight: a MOAB (8,000,000 HP) spawns partway through and must die within 30s, or it deals 95% max-HP true damage to everyone plus 75% healing reduction for 30s. Below 50% HP, 6 flying chains (Anima Sola, 2M HP each) become killable - each one destroyed permanently stacks a damage bonus against Anathema itself (0/1/2/3/4/5/6 destroyed = 50%/100%/150%/200%/250%/300%/350% damage dealt), so burning these down is the real DPS check, not just hitting the boss directly. Below 60% HP, buzzsaws (Malignancy) start spawning at the arena edges on top of everything else.
RewardsAspects, Defensive/Mysticism/Marathon Tomes, Wards, LE/EB, Crafter Bags, Fruma-Sovereign-themed accessories, powders, Corkian Amplifiers, Ability Shards
Loot verdictToo new (2.2.0) for a settled community tier/profitability verdict - unlike the other four raids, no consensus has formed yet
WTP is the newest and least battle-tested entry here. The Wartorn Palace shipped in the 2.2.0 Fruma Expansion - room fail-conditions and a settled loot/difficulty verdict are still thin compared to the other four raids, which all went through a full mechanical rework in 2.1 and have had much longer to accumulate community knowledge. Expect this entry to get more precise as more groups clear it.
08
Professions

Cooking recipes

Advanced

Cooking is one of the three Consumable professions. A Cooking Station recipe is really a base of Meat + Grain (which sets duration and healing) with room to slot in one of the named ingredients below - that ingredient is what actually gives the food its buff. Sorted by the crafting level needed to use each one; click one for where to get it, its rarity, and roughly what it costs.

Potato +1-4% Loot Bonus Lv 1 >

Obtaining: Bought from the Potato Merchant in Bremminglar (recommended), Rymek Market, or Thanos.

Recipe info
Rarity: ★★★ Crafting Lv. Min: 1 Cost: 2-4 Emeralds each
Stats
+1-4% Loot Bonus-110s Duration
Pigman Meat +2-4% Main Attack Damage Lv 11 >

Obtaining: Kill Ravine Pigman [Lv 14] in the Pigmen Ravine ().

Recipe info
Rarity: ★★★ Crafting Lv. Min: 11 Cost: no fixed price - mob drop
Stats
+2-4% Main Attack Damage-130s Duration
Mashed Insect +4-5 Health Regen, +1% Health Regen Lv 30 >

Obtaining: Kill Scarab [Lv 30], River Locust Swarm [Lv 30], or Crystallized Scarab [Lv 34], all in the Almuj Desert.

Recipe info
Rarity: ★★★ Crafting Lv. Min: 30 Cost: no fixed price - mob drop
Stats
+4-5 Health Regen+1% Health Regen-160s Duration
Bandit Rations +2-5% XP Bonus Lv 46 >

Obtaining: Kill Harnort Compound Grunt or Harnort Compound Roughneck [Lv 48], near Karoc Quarry.

Recipe info
Rarity: ★★★ Crafting Lv. Min: 46 Cost: no fixed price - mob drop
Stats
+2-5% XP Bonus-190s Duration
Lizard Tail +6-9 Health Regen, +1-2% Health Regen Lv 55 >

Obtaining: Kill Lizardman Darter [Lv 53] or Lizardman Bruiser [Lv 55] - anywhere in the Olux Swamp, the Lizardman Cave is a solid grind spot.

Recipe info
Rarity: ★★★ Crafting Lv. Min: 55 Cost: no fixed price - mob drop
Stats
+6-9 Health Regen+1-2% Health Regen-210s Duration
Leafy Stalk +5-15 Health Regen Lv 68 >

Obtaining: Kill Curious Foliage [Lv 65], Phrumkin Gangster [Lv 72], Luxroot Sentinel [Lv 73], or Luxroot Sapling [Lv 68] in the Light Forest.

Recipe info
Rarity: ★★★ Crafting Lv. Min: 68 Cost: no fixed price - mob drop
Stats
+5-15 Health Regen-40 Durability or -220s Duration+5 Strength Min.+5 Intelligence Min.
Ice Cream Sandwich +1-2 Agility Lv 65 >

Obtaining: Bought from the Confectionery Merchant in Letvus Airbase. Can carry leveling all the way to max, though it adds up.

Recipe info
Rarity: ★★★ Crafting Lv. Min: 65 Cost: 20 Emeralds each
Stats
+1-2 Agility
Wybel Taffy +1-3 Defence Lv 65 >

Obtaining: Bought from the Confectionery Merchant in Letvus Airbase, same stall as the Ice Cream Sandwich.

Recipe info
Rarity: ★★★ Crafting Lv. Min: 65 Cost: 20 Emeralds each
Stats
+1-3 Defence
Perkish Potato +2-4% Main Attack Damage Lv 90 >

Obtaining: Kill Pernix Monkey [Lv 80], found only near the "Slay Pernix Monkeys" Slaying Post ().

Recipe info
Rarity: ★★★ Crafting Lv. Min: 90 Cost: no fixed price - mob drop
Stats
+2-4% Main Attack Damage-270s Duration
Manis Carapace +4-7% Thorns Lv 95 >

Obtaining: Kill Astrochelys Manis [Lv 95], found only east of the Avos Temple ().

Recipe info
Rarity: ★★★ Crafting Lv. Min: 95 Cost: no fixed price - mob drop
Stats
+4-7% Thorns-280s Duration
Crystallized Organ +2-3% Loot Quality Lv 100 >

Obtaining: Guaranteed drop from Face of Fear, plus Fool Eater / Nucleated Observer / Refusal of Death / Shrieking Observer, all in the Silent Expanse. Also drops from several Silent Expanse world events.

Recipe info
Rarity: ★★★ Crafting Lv. Min: 100 Cost: no fixed price - mob/event drop
Stats
+2-3% Loot Quality-400s Duration
Migratory Coconut +10-12% all 5 elemental defenses Lv 104 >

Obtaining: Only from Crafter Bags awarded by The Nameless Anomaly raid - not obtainable from loot chests.

Recipe info
Rarity: ★★★ Crafting Lv. Min: 104 Cost: raid-exclusive, no Trade Market baseline
Stats
+10-12% Earth/Thunder/Water/Fire/Air Defence+380s Duration
Frenetic Heart +50% Ingredient Effectiveness (adjacent slot) Lv 105 >

Obtaining: Exclusive reward from the Prelude to Annihilation World Event - cannot drop from loot chests.

Recipe info
Rarity: ★★★ Crafting Lv. Min: 105 Cost: event-exclusive, rare and pricey
Stats
+50% Ingredient Effectiveness (touching)-35% Ingredient Effectiveness (not touching)+2 Charges-330s Duration
Psych Starfruit +2-3 all stats, +4-7% all elemental damage Lv 105 >

Obtaining: Only from Crafter Bags awarded by The Nameless Anomaly raid - not obtainable from loot chests.

Recipe info
Rarity: ★★★ Crafting Lv. Min: 105 Cost: raid-exclusive, no Trade Market baseline
Stats
+2-3 to all 5 stats+5-6% Earth+4-7% Thunder+5-6% Water+4-5% Fire+4-6% Air-550s Duration
Osprey Egg +4-5% Loot Bonus, +1 Agility Lv 117 >

Obtaining: Dropped by Nesting Osprey, Protective Osprey, and Osprey Nest in the Highlands region. Also found in loot chests.

Recipe info
Rarity: ★★★ Crafting Lv. Min: 117 Cost: no fixed price - mob drop
Stats
+4-5% Loot Bonus+1 Agility-80 Durability or -440s Duration
Delectable Morsel +70-77 Health Regen Lv 118 >

Obtaining: Bought from Cuisine Traders in the Aelumia Citadel (Fruma). Also found in loot chests.

Recipe info
Rarity: ★★★ Crafting Lv. Min: 118 Cost: merchant-bought, exact price varies
Stats
+70-77 Health Regen-600/3s to -500/3s Poison+120s Duration
09
Making emeralds

Money-making guide

Advanced

Reliable ways players fund their builds, roughly ordered by when they open up. Profit figures are volatile community numbers - Trade Market prices shift constantly, so treat them as directional, not guaranteed income.

MethodLevel rangeWhat you'll needWhat it pays
Profession Grinding Any level, 1-132
that's profession level, not combat level
A profession you don't mind leveling, and a quick check of Wynnventory to see what's actually selling Starts slow, but can climb past 4 stx LE/hour once your profession level gets high
Rare Mob AFK Roughly 80-120 Solid Loot Bonus gear, plus somewhere quiet to park yourself Can be great, but the biggest numbers people report come from running several accounts at once, not just one
Outer Void 95 and up Finish the "One Thousand Meters Under" quest first - no combat gear needed Roughly 25-38 LE/hour, based on a real player's own logged hours
T3 Redwood (Woodcutting) Woodcutting Lv 115+ Woodcutting leveled all the way to 115 Around 1-4 stx LE/hour, though it depends a lot on how the roll goes
T3 Cinnabar (Mining) Mining Lv 115+ Mining leveled all the way to 115 Same idea as Redwood - same rare Tier 3 roll, just from ore instead of wood
T3 Heather (Farming) Farming Lv 115+ Farming leveled all the way to 115 Same idea again - roughly 1-4 stx LE/hour if the roll cooperates
T3 Mahseer (Fishing) Fishing Lv 115+ Fishing leveled all the way to 115 Same idea once more - roughly 1-4 stx LE/hour if the roll cooperates
Lootrunning 104 and up A build that can actually survive endgame content The highest ceiling here by far, but swingy - one chest might be junk, the next a Mythic
Verification notes: cross-checked against the Wynncraft Wiki and Wynncraft Forums where possible, not taken at face value. Outer Void is the best-sourced figure here - a player's own 15-hour, ~620-items/hour farming log averaged 25-38.7 LE/hour. The profession-grinding and T3 material ceilings are directionally reasonable (Tier 3 materials really are a 1% roll, and all four gathering professions - Woodcutting, Mining, Farming, Fishing - unlock their top-tier material at the same level 115, confirmed on the wiki) but only Redwood's profit figure came from an actual community source; the Cinnabar, Heather, and Mahseer numbers are extrapolated from that same mechanic, not independently priced. "Rare Mob AFK" profit reports lean heavily on running multiple Minecraft accounts at once - a single account will see meaningfully less than "3+ stacks of LE/hour."
Lv 1-132 (profession level)

Profession Grinding

Level any gathering or crafting profession and sell what you make - Wynnventory (a community mod/site) tracks live Trade Market prices so you know what's actually worth crafting before grinding for it. Scales the higher your profession level goes.

Lv 80-120

Rare Mob AFK

Rare mobs spawn on fixed timers at fixed locations - stack Loot Bonus gear and park a character there. Profit is real, but the biggest reported numbers come from running several accounts at once, not one.

Suggested Lv 95+

Outer Void

A combat-free zone reached after the "One Thousand Meters Under" quest - traverse floating asteroids (sneak, then boost, to jump between them) collecting scrap that sells straight to the Scavenger. No fighting, no gear check beyond mobility items.

Woodcutting Lv 115+

T3 Redwood (Woodcutting)

Redwood is the last and highest-tier wood, gated behind Woodcutting level 115. Refining it into paper only has a 1% chance of rolling Tier 3 (versus 89% T1 / 10% T2) - that scarcity is what makes it worth farming at all.

Mining Lv 115+

T3 Cinnabar (Mining)

Cinnabar is Mining's equivalent to Redwood - the last ore unlocked, at the same level 115. Same 1% Tier 3 roll, refined into either ingots (weapons/armor) or gems (accessories) depending on which you need.

Farming Lv 115+

T3 Heather (Farming)

Heather is Farming's top-tier crop, also gated at level 115. Refines into string (Tailoring/Woodworking) or grains (Cooking/Alchemism) - same rare 1% Tier 3 chance as the other three.

Fishing Lv 115+

T3 Mahseer (Fishing)

Mahseer rounds out the set - Fishing's highest-tier catch, level 115 again. Yields oil (Woodworking/Jeweling/Alchemism/Scribing) or meat (Cooking), with the same 1% Tier 3 odds as the rest.

Start around Lv 104+

Lootrunning

The primary endgame moneymaker (full details in the Lootrunning section under Endgame) - procedurally generated chest routes where reward quality scales with your Loot Bonus/Loot Quality IDs. Highest ceiling of any method here: Mythics, Shiny Mythics, and lootrun-exclusive gear.

Rare mob AFK spots

Named rare mobs with confirmed exact coordinates - the wiki lists plenty more, but most only give a vague region ("Sky Islands," "around 2 spawn nodes") with no numbers to click-copy. These five are the ones that actually have precise spawn coordinates documented.

MobLevelRegionCoordinates
Bushpig Matriarch 85 Corkus
T-55 Elusive Surveillance Camera 90 Corkus Island
Pegasus 92 Sky Islands (White Cloud)
Plains Guardian 78 Cinfras County
Infermyrial Stalker
3 spawn spots
68 Dark Forest

Two of these sit below the Lv 80-120 range in the table above (Plains Guardian at 78, Infermyrial Stalker at 68) - included anyway because they're well-documented with exact coordinates, unlike most of the higher-level rare mobs, which the wiki only pins to a general region. Loot Bonus gear still matters here regardless of the mob's own level.

Guide videos

Real, findable videos on these two methods - not vetted for how current they are, so cross-check against the info above.

10
Major World Event

Annihilation

Endgame

The level-250 boss capping "Prelude to Annihilation," a Major World Event added in the 2.1 "Rekindled World" update. Fought at the Corruption Portal in the Roots of Corruption, it recurs roughly every 3 days and is announced server-wide in chat ("Hateful echoes erupt from the Portal..."). Unlike the four-player raids above, up to 10 players can fight it at once - boss HP scales with party size and average level, from roughly 30M HP solo at level 105 up to roughly 185M HP with a full 10-player group.

Combat lvl 30+ (rec. ~105) Party up to 10 Difficulty Hard Time limit 30 min Recurs ~every 3 days Location Corruption Portal, Roots of Corruption Coords

Consumables to bring

What each consumable type does and how to get it - not a ranked "best" pick, see the caveat below.

Crafted Scrolls Scribing >

Craft at a Scribing Station. A scroll's effect applies to everyone within a 10-block radius, not just the user - stack the party together and pop scrolls 20-30 seconds before engaging so the buff is live when the fight starts.

How to get it
No ingredients: basic 3-charge heal scrollWith Scribing ingredients: 6-16 min stat-boost buff, 1-3 charges
Crafted Potions Alchemism >

Craft at an Alchemism Station from Oil + Grains + optional Crafting Ingredients - grain tier drives potency more than oil tier. Basic Health/Mana potions also drop from mobs and loot chests, or can be bought from Potion Merchants if you'd rather buy than craft.

How to get it
Oil + Grains only = flat Health/Mana+ Crafting Ingredients = custom stat effects
Cooked Food Cooking >

Craft at a Cooking Station, or buy pre-made food on the Trade Market. Lower potency than potions but a much longer duration - better for sustaining the full 30-minute timer than for a burst heal.

Gap in the sources: there's no wiki page listing a specific "meta" Annihilation loadout the way there is for the boss's mechanics below - the above is how to obtain each consumable type, not a ranked recommendation. One low-confidence forum thread mentions a "Mysterious Plant Pot," a generic damage potion, and a magic-resist potion for this fight specifically, but that's anecdotal and not corroborated by the wiki.

Finding a party

Open the in-game party browser with /party finder (or /partyfinder), also reachable via Party Finder NPCs in towns, dungeons, and raids. Its Party Queue only lists the four raids plus The Forgery - Annihilation isn't a queueable entry there, since it's an open world event anyone can join rather than an instanced raid. In practice, players list a party manually (category/ description, minimum combat level, party size up to 10) or just recruit through guild/global chat once the recurring event timer starts counting down.

Note: /pfinder isn't confirmed as a real command on the current (self-flagged outdated) Commands wiki page - it may just be community shorthand for /party finder. Worth checking in-game with /help party if it doesn't work as typed.

Boss mechanics

Annihilation - Devil, Level 250

Thunder/Fire damage, Earth/Fire defenses, immune to knockback and slowness, resistant to blindness. A large kit built around area denial and adds that heal it if left alive.

Rake / Flense - melee hand-swipe Secare - low-HP hand-clap, massive damage Cauterize Masses - 3 waves of 5 meteors Cauterize Them All - 3 meteors that split into smaller ones Cleansing Inferno - fire breath, 3 variants by position Stoke the Blaze - horn sigil buffs its other attacks Apocalyptic Sigil - tracking ring, beams you if caught inside Death Beams - 3 sequential skull-sigil beams Exhort - punishes players standing above it Caustic Phlegm - adds inflict -25% Healing Efficiency Blossoming Chaos - spawns adds incl. healing Infernal Subjugates Eyes of War - 2 Gazes + 4 Irises, symmetric beam pattern
New Sun (ultimate, at 50% and 20% HP): a growing ball of light with a small real hitbox at its center. Must be burst down before it finishes growing or it wipes the entire raid. Also spawns two more Infernal Subjugates alongside it.

Strategy to win

Gap in the sources: no official class-comp meta is documented for this fight. General Wynncraft raid wisdom (one healer/support plus consistent DPS) applies, but isn't Annihilation-specific - flagging rather than guessing.

Rewards

Guaranteed15,000 XP + 15-50 Liquid Emeralds per clear
Chance dropCorrupted Cache, tradable - guaranteed to contain one of five exclusive Mythics
Trance - Wand (Mage) Resonance - Relik (Shaman) Labyrinth - Bow (Archer) Hanafubuki - Dagger (Assassin) Bloodbath - Spear (Warrior)
Also referenced on the wiki: a Fabled trinket and event-exclusive crafting ingredients as possible drops, without further detail - another documentation gap, not an omission on this guide's part.
11
Raid & Lootrun Rewards

Mastery Tomes

Endgame

Tomes are passive-bonus items slotted into your character's 14 Mastery Tome slots (Character Info menu, unlocked after completing "The Worm Holes" quest chain, with more slots opening as your combat level rises). There are 7 tome types, and each slot only accepts tomes of its own type. Hover or tap a slot on the real in-game menu below to see what goes there.

Wynncraft Mastery Tome menu screenshot

Hover or tap a slot (or a category chip below) to see what it holds.

Note on the diagram: Wynncraft doesn't publish which exact physical slot corresponds to which tome type - the mapping above was checked slot-by-slot against a real character's in-game Tome menu rather than guessed.
12
Raid Rewards

Aspects

Endgame

Aspects buff specific Ability Tree nodes and are shared account-wide, not character-bound. Every character has 5 Aspect slots (1 free, then unlocked at combat level 20 / 40 / 60 / 80 + Sentinel III raiding), and each of the 5 classes has its own separate pool of Aspects, split into 3 rarities:

Legendary - 4 tiers, minor buffs to generic abilities Fabled - 3 tiers, notable buffs to archetype-focused abilities Mythic - 3 tiers, major archetype-defining buffs, only 1 equippable at a time

Hover or tap an aspect to see what it does.

Data provenance - read before treating this as gospel: this list (86 Aspects total) comes from a community-compiled "2.1 Beta" forum spreadsheet - the aspect names, rarities, and Tier 1 effects were real at that point in the game's history, but no current-patch source was found to confirm numbers haven't shifted since in balance passes. The "Best for" subclass hint on each aspect is this guide's own inference from the ability's name/theme, not an official developer mapping - aspects that buff a shared ability all 3 subclasses can use are labeled "generic" rather than forced into a single subclass, and a low-confidence guess is marked as such right in the info panel.
13
Endgame Grind

Lootrunning

Source: Rover & Rem's Lootrun Guide
Endgame

A full, from-scratch lootrun reference - beacons, missions, trials, pull-farming strategies, camp-by-camp danger callouts, and class builds. It's a lot to take in at once, so jump straight to what you need with the links below, or read top to bottom if you're brand new to the gamemode.

Getting Started

104-120
Recommended start level
7
Lootrun camps total
4610
XP to Master division
12
Challenges per base run

Lootrunning is a roguelite gamemode: you run around a camp completing challenges and stacking buffs, which earn you chests and reward pulls to spend on a final chest with a strong reward pool - most notably Mythics. No two runs play out quite the same, since almost everything is decided by what you're offered in real time, but the strategies below cover the patterns worth building around.

Start lootrunning around level 104-120 - most requirements assume a near-endgame build anyway, and you'll want one to actually survive. To unlock a camp, complete the quests and caves tied to its region (all seven camps are marked in your Content Book); cave completions are separate per class, but quest completion is shared account-wide, so if you already power-leveled a different class you may have most requirements met already.

Your build barely matters at the very start. Once you reach Master division, switch to a build from the Builds section below. One early spoiler worth knowing now: if Assassin or Archer is your only leveled class, it's worth leveling one of the other three - see the Builds section for why.

You automatically join the Lootrun Syndicate the first time you lootrun. Reaching Master division (4610 XP) unlocks every beacon up to Rainbow, and is the real gate before any of the strategies below become relevant - the fastest way there is simply running 12-challenge runs without overthinking them. Each camp also has its own daily XP bonus, so running one on each unlocked camp is worth it while leveling divisions.

Beacon List

Beacon strength is written as (base / Vibrancy / Aqua / Vibrant+Aqua) throughout this guide. Vibrancy and an Aqua boost each add power on their own, and stack even higher together - a beacon that's both Vibrant and Aqua-boosted (an aquastack) is the strongest version you can get.

Aqua BeaconCommon >

Empowers (+100%) or Greatly Empowers (+200%) the next beacon offered. Almost every other beacon is worth taking aqua-boosted first if you can. Stacks up to 3 times, capped at +400% total power.

Yellow BeaconCommon >

Summons 2/3/4/5 flying chests, each roughly as good as a T3 chest. The backbone of any "yellow run" built around farming boxed mythics.

Blue BeaconCommon >

Grants 4 boon choices at 100/200/300/400% potency (max 30 taken per run). Boons are stat buffs - some are static (a fixed effect the moment you take them), others dynamic (scale up as you meet an ongoing condition, like killing something every 60 seconds).

Purple BeaconCommon >

Grants 2/4/6/8 curses and the same number of reward pulls. Curses make enemies stronger in exchange for pulls - Damage +25% each, Health +30% each, Damage Resistance +5% each (caps at 70%), Radiant Power +1 each, and Radiant Chance +2.5% each. See Misc. Info below for what Radiance actually does.

Pink BeaconMedium at run start / Rare once you have 3+ beacon choices >

Grants 2/3/4/5 beacon rerolls. Common early on, which makes it one of the easiest ways to lock in a good run setup before it gets rarer.

Dark Gray BeaconRare (max 1 per run) >

Grants 5/10/15/20 curses and the same number of reward pulls - the purple beacon's much stronger, one-time sibling. Worth saving for the very end of a run.

Red BeaconCommon - never offered two challenges in a row, stops appearing once you cap out challenges >

Grants 6/9/12/15 extra challenges that add no time to your timer - you get nothing on arrival or completion. Cannot be overridden by white beacons.

White BeaconRare (max 1 per run) >

Grants 15/20/25/30 extra challenges, and unlike red, these ones do add time normally. Red beacons taken afterward can still override this, so keep an eye on your timer if you've taken both.

Green BeaconCommon - never offered two challenges in a row >

Adds 210/330/450/570 seconds to your timer, and voids enemy stat buffs for the next 1/2/3 challenges (only boosted by Aqua/Vibrant Aqua, not plain Vibrancy). Once your timer passes 15 minutes you stop gaining time from challenges naturally - a Green Beacon overrides that cap.

Orange BeaconMedium at run start / Rare once you have 3+ beacon choices >

Grants an extra beacon choice slot for 10/15/20/25 challenges. Essential for keeping your run's pace up - prioritize this hard in the opening challenges.

Rainbow BeaconRare normally / Very Rare if you were recently offered one - never before challenge 10 >

Makes every beacon Vibrant for the next 15/20/25/30 challenges. Having this active is close to a requirement for getting full value out of every other beacon type.

Gray BeaconCommon (max 3 per run) - can't appear before your first completed mission, or while one is in progress >

Grants 3/4/5/5 mission choices. Missions shape your whole run by handing out pulls or quality-of-life effects; your first mission choice always arrives right after challenge 4. Gray beacons taper off around challenge 50, or after being skipped about 10 times.

Crimson BeaconMedium, Rare at 3+ beacon choices - max 2 (3 with the King's Court mission), never before challenge 20 >

Grants 2/3/4/4 trial choices. Trials play like tougher missions - big pull generation or reroll/sacrifice payouts, at the cost of a real penalty while active. They stop appearing around challenges 65-70, or sooner if skipped 6-8 times on low beacon choices.

Run Setup

Every run should follow this basic shape, roughly in order:

1. Rainbow / Orange Setup (challenges 1-10)>
Your first job is maximizing beacon choices via Orange beacons to be ready for Rainbow's first possible appearance at challenge 10 - take Rainbow the instant you see it. Before challenge 10, prioritize beacons in this order: Orange > Aqua >= Pink > Red > Blue. At 4+ beacon choices, rerolls can force more Oranges (or a Rainbow past challenge 10) fairly reliably. Pink beacons are common enough this early to grab freely and can hugely help lock in a good setup. Try to always keep at least 4 challenges remaining - if you're close to your last one, Red beacons jump in priority. A high count of active Oranges going into the next stage is genuinely important.
2. Run Extension>
Base runs start at 12 challenges, so you need Red or White beacons to extend it, on top of upkeeping your other buffs. Use Red beacons for a quick extension if you haven't found Rainbow yet. Landing at least one +25 Orange (Vibrant Aqua + Vibrant) early pays off enormously. Once Rainbow is active, a Vibrant Aqua into Vibrant White combo grants 30 challenges outright (25-challenge White is fine too, especially if offered early); a Vibrant Aqua into Vibrant Red combo is easier to land and grants 15 challenges you can clear quickly even without a time bonus - just don't take it more than once, or you'll end up needing Green beacons to compensate. Refresh your Orange beacons whenever a natural opening appears (15-challenge Orange is fine, +25 is excellent - aim to keep at least 5 beacon choices open) and refresh Rainbow whenever possible, though it rarely shows up again right after you've taken one.
3. Boon Sustain>
If you're not running a boon-focused pull strategy, having zero boons can make the run overwhelming fast. Aquastacked Vibrant Blue beacons grant boons at 400% Potency - just a few of these can safeguard a run for a good while. The strongest boons tend to be Killstreak dynamic boons (huge base numbers that escalate indefinitely - kill at least one enemy every 60 seconds to keep them alive) and Madman static boons (scale with your current curse count, capping at 8 curses - aim to have 6-8 curses stocked when offered one). Use natural openings to stock up on boons: waiting on a mission/trial to complete, trying to aquastack a beacon that isn't showing up, or short breaks during the late-game pull-farming stretch of a 100-challenge run. Prioritize EHP boons given how hard current lootrun-meta enemies can hit.
4. Mission Setup>
Every mission has a completion requirement, and you only benefit from its effect once that's met - no Gray beacons can spawn while a mission is still incomplete. Your first 3-choice mission arrives right after challenge 4; it's usually best to NOT complete it until your run extension setup is comfortable, since re-inviting Gray beacons into the pool can crowd out your beacon choice slots with something you're forced to take or skip (some mission requirements can't really be delayed though, like "beacons offered"). If you're forced to complete one early, prioritize your run setup regardless - Gray beacons can be skipped up to about 10 times, so there's room to wait. Once your first mission is done, Gray beacons start appearing; stacking Vibrant Aqua into Vibrant Gray for 5 mission choices is ideal, though a base Vibrant Gray is fine too. Take your time with missions, but not too much - get all your Gray beacons taken before challenge 40 if you can.
5. Trial Setup (from challenge 20)>
Crimson beacons can only appear from challenge 20 onward, so prepare an Aqua beacon around challenge 19 - an aqua-boosted Crimson is close to a must. Some trials will reshape your whole run around finishing them quickly (pull or chest-count objectives); others just need 10-12 challenges completed and let you keep doing everything else as normal. Crimson beacons are volatile and can vanish fast if skipped on low beacon choices - prioritize taking one as soon as it appears if that's the case, though skipping once or twice to attempt an aquastack is fine.
6. The Endgame Decision>
Once you've collected all 4 missions and are working toward your second Crimson beacon, decide your direction:

Got a good mission combo? (see Pull Strategies below) Push the run to challenge 100 and farm it, using Red and Green beacons as needed while watching both your challenge count and timer.

No combo? Stack as many curses as possible before your last Crimson beacon, then ideally take Gambling Beast as your 2nd trial to close out the run. If Gambling Beast doesn't come up, take any generic reroll/sacrifice trial and keep stacking curses until it's unmanageable, then manually end the run at the camp's NPC - Treasury Bill is generally the best alternative if you don't have sacrificed pulls banked yet.

Missions

Your first mission choice arrives at the end of challenge 4, then again after each Gray Beacon. Missions provide passive buffs that shape your whole run.

Cleansing Greed >

After opening a Flying Chest, remove one of your Curses.

Materialism >

Spawns 2 flying chests after every challenge you complete.

Hoarder >

After opening 8 flying chests, choose 1 boon at 300% potency from 2 options.

Jester's Trick >

After being offered 25 items from Flying Chests, randomly get +3 Pulls, +1 Boon, +1 Curse, or +30s.

Interest Scheme >

Gaining 2 Pulls adds an extra Flying Chest to your next Yellow Beacon (up to +12).

Orphion's Grace >

Your boons are now 50% more effective.

Route Indigo >

Purple and Blue beacons are obscured (you can't tell which is which before taking one), but are always Greatly Empowered - equivalent to a Vibrant Aqua boost.

Opal Offering >

After obtaining a curse, consume 1 Boon to gain +1 Pull, plus +2 Pulls per 50% of Potency over 100%.

Ostinato >

Taking a Boon type you already own grants +1 Pull per duplicate you already have - gaining a new duplicate instantly rewards more pulls the more you already own. That escalates fast, but each duplicate type also reduces your Boons' potency by 50%, so owning many different duplicate types hurts your boon power.

Gourmand >

Gain 2 beacon choices for the current challenge for every beacon reroll you use (still capped at 6 total choices).

Porphyrophobia >

Being offered a Purple Beacon gives you +1 Curse, and Purple Beacons now grant double Pulls.

Equilibrium >

Getting a curse adds +50% Potency to your next Boon (caps at +300%).

Inner Peace >

Curses are now half as effective.

Radiant Hunter >

Killing a Radiant challenge mob grants +1 Pull (max +5 Pulls per challenge), and cleanses 1 Radiant Chance curse per 15 pulls earned this way.

Optimism >

A beacon you reroll won't be re-offered until every other beacon has run out of ways to appear first.

Beleza Pura >

If an Aqua Beacon is offered, every beacon offered alongside it gets boosted by that same Aqua.

High Spirits >

Gain +50% Vibrancy chance.

Backup Beat >

Every time you add +300 seconds to your timer, gain +1 Beacon Reroll.

Stasis >

Your timer doesn't tick down while you're picking a beacon (up to 5 minutes saved this way).

Chronokinesis >

Chests now give +1 Pull, but cost 10s (+5s per chest opened) off your Timer - completing a challenge reduces this penalty by 15s. Only chests found naturally in the environment or from spelunk challenges count; flying chests and Slay/Defend/Destroy reward chests don't. Corkus has by far the most eligible chests, with Molten Heights a close second.

Requiem >

For the next 15 minutes, all mob stat increases are voided - both passive buffs from completed challenges and any curses you've taken.

Thrill Seeker >

Gain +1 Pull per Red Beacon challenge completed. This bonus increases by +1 every 6 challenges completed (max +3), and resets the moment you take a Green Beacon.

Knife Edge >

After completing a challenge, gain +7 Pulls, reduced by 1 for every challenge you have left (down to a minimum of 0) - so it's most rewarding right as your run is ending, and worthless early with many challenges still remaining.

King's Court >

Adds +1 Crimson Beacon to your pool - effectively trades a Mission slot for an extra Trial.

High Roller >

Gain +10 Pulls and +1 End Reward Reroll.

Redemption >

Gain +1 End Reward Sacrifice.

Sacrificial Ritual >

After finishing a Challenge, consume 1 Pull to gain +3 Challenges.

Complete Chaos >

After finishing a Challenge, get an additional random Beacon reward. It can't grant Crimson (trial) or Gray (mission) effects, and can't repeat one-time beacons (like White or Dark Gray) you've already taken - common beacon effects (Yellow, Blue, Purple) come up far more often than rare ones (Orange, Rainbow).

Trials

Tier ratings below assume you can actually survive/clear the trial's objective - a trial you can't complete safely is never worth the penalty regardless of tier.

S HubrisS tier >
Effects
  • +1 reroll, +1 sacrifice
Objective: Complete 10 challengesPenalty: Dying within the next 10 challenges ends your lootrun

Easy, with good rewards for the risk - the most basic trial in the game and a sleeper pick precisely because of that.

S Ultimate SacrificeS tier >
Effects
  • +2 sacrifices
Objective: Complete 10 challengesPenalty: For the next 10 challenges, all boon effects are disabled

Another easy trial, leaning into sacrifices instead of rerolls. Great for hunting high-value mythics or shinies, and a good first trial while mobs are still easy.

S ChronotriggerS tier >
Effects
  • Green beacons cleanse 5% of your curses and boost your pulls by 1% per curse cleansed (up to 5%, rounding up)
Objective: Complete 12 challengesPenalty: For the next 12 challenges, you cannot gain time in any way (this doesn't disable time lost from dying)

12 challenges is very manageable, even in the tougher Fruma camps. Between the curse cleansing and Green Beacons voiding mob buffs, this doubles as an extremely powerful pull method and a serious quality-of-life boost. Complete Chaos's random Green Beacon effects work with this trial too.

S Lights OutS tier >
Effects
  • Cleanse all Radiant curses to gain +4 Pulls per curse cleansed
Objective: Defeat 25 Radiant challenge mobsPenalty: Gain 2 Radiant Chance curses every challenge

A one-time payout that can be huge. To maximize it, avoid challenges that force you to kill lots of mobs while you stack as many curses as possible - Inner Peace is great here to slow down how fast Radiance builds while you stack curse count.

A Treasury BillA tier >
Effects
  • Boosts your current end reward pulls by 75%
Objective: Obtain 20 end reward pullsPenalty: Lose a pull every 45 seconds (this removes progress toward the trial too)

Extremely strong paired with Lights Out for raw pull runs. The 75% boost applies to whatever pull value you had the instant you completed the trial - fill the requirement almost all the way, then aquastack a Purple or Dark Gray beacon to finish it and maximize the boosted amount.

A Side HustleA tier >
Effects
  • +2 rerolls
Objective: Open 30 chestsPenalty: Your timer is capped at 75 seconds while active

Your timer still refills to 75s every time you reach a beacon or complete/fail a challenge, Green Beacons can't override the cap, dying between challenges (not during one) costs time, and you still gain time on Red Beacons until the trial completes. Fast with a good chest route, or trivial during any yellow-chest run - you can also just leave it running in the background as long as you don't die between challenges or dawdle inside one.

A Adrenaline JunkieA tier >
Effects
  • +2 rerolls
Objective: Gain 25 PullsPenalty: Lose 1 Boon every 25 seconds during interludes (the travel time between challenges)

Interludes go by fast if you can generate pulls quickly, which limits how many boons you actually lose - but losing strong boons still stings.

A Warmth DevourerA tier >
Effects
  • +1 reroll, +1 sacrifice
Objective: Obtain 20 end reward pullsPenalty: Lose 1 boon and 1 challenge every challenge completed

Very fast with Dark Gray/Purple beacons or Jester's Trick. If you have no boons left, the trial can't take challenges from you either, but you still get the reward - be careful if you're sitting on a lot of boons though.

A Gambling BeastA tier >
Effects
  • Effects are active immediately upon taking it
  • Gain +1 End Reward Reroll every challenge completed
  • Lose 300 + 90x(n-1) seconds every n-th challenge completed
Objective: (no separate objective - it's active the moment you take it)Penalty: (the time loss above is the built-in cost)

Should almost always be your 2nd trial. The classic "run killer" for when you don't want to push to 100 challenges - fewer total rerolls than a Dying Light + All In combo, but you keep your sacrifices. Aquastacking Vibrant Green beacons before and after taking it can net a huge number of rerolls. It won't grant a reroll on an activation if your timer has less time left than it's trying to remove (typically the very last trigger before your run ends).

A Dying LightA tier >
Effects
  • Rainbow beacons now also grant +1 Sacrifice
Objective: Obtain Boons totalling 800% PotencyPenalty: Your boons lose 5% Potency every 2.5 seconds, one at a time

Hitting the Potency requirement is fast enough to outrun the penalty, and this pairs extremely well with All In. Take rainbow beacons sparingly beforehand so you have some in reserve for while this trial is active.

B All InB tier >
Effects
  • Converts each sacrifice into 3 rerolls
Objective: Complete 12 challengesPenalty: For the next 10 challenges, curse effects are doubled

Gives instant value even with just 3 sacrifices banked, and is at its best paired with Dying Light for a huge reroll payout. Unlike Gambling Beast, it leaves you with 0 sacrifices afterward.

C MonochromokopiaC tier >
Effects
  • Adds an extra White, Gray, and Dark Gray beacon to your pool
Objective: Gain 30 pullsPenalty: Completed beacon colors become obscured for 7 challenges

Not really worth taking. Completing a beacon color makes it transparent and unlabeled ("Obscured Beacon") for 7 challenges, even if you finish the trial in the meantime, meaning you often can't tell what you're picking.

Pull Strategies

"Active" combos mean building your whole run around the strategy; "Passive" ones can be layered on top of any other run.

Token Assisted Speedrun (TAS)Active combo 300-2000+ pulls >

The strongest pull strategy currently available. It's less a standalone method and more the evolution of the others below, using Lootrun Daily Bonus Refresh Tokens (bought with Silverbull Shares) to push a good run's pull count even higher - ideally 3 tokens per run, applied with /use sometime before the run ends once you're confident the run is actually good. Tokens are cheap enough that even a fraction of a 32-pack's cost is usually made back from one strong run.

Long run
ChronotriggerLights Out / Treasury BillPorphyrophobiaRadiant HunterBeleza PuraKing's CourtOstinatoInterest SchemeHoarder
Short run
Lights OutTreasury BillPorphyrophobiaInner Peace
Lights OutPassive combo 200+ pulls >

A simple trial that eats up only a small part of your run for a strong payout - just stack as many curses as possible (Purple Beacons, the Dark Gray Beacon, and Porphyrophobia are your best sources) and avoid challenges that spawn lots of mobs, using rerolls to filter them out.

Missions highly recommended
Inner PeacePorphyrophobia
ChronotriggerActive combo 1000-2000 pulls >

Pairing pull-granting missions with Chronotrigger's curse-cleansing multiplier lets you rack up thousands of raw pulls with relative ease. Porphyrophobia is the main generator; alternate Vibrant Purple and Vibrant Green beacons, and sync Purple with Aqua via Beleza Pura for extra strength.

Synergy missions
PorphyrophobiaBeleza PuraRadiant HunterRoute IndigoChronokinesisComplete Chaos
OstinatoActive combo 400-1500 pulls >

On the surface this just means spamming duplicate boons, which alone nets several hundred pulls. Pairing it with Interest Scheme and Hoarder instead builds a feedback loop (Hoarder triggers more often, feeding Interest Scheme) that can produce an absurd number of pulls and plenty of mythic boxes - for that variant, just spam Yellow beacons and avoid taking any Blue beacons before the trial begins, since only 30 can be taken total.

Mission required
Ostinato
Synergy
Interest SchemeHoarderJester's Trick
Knife ThrillPassive combo moderate, low-risk >

Knife's Edge can ride alongside most other strategies for a decent pull bonus - take low-power Red Beacons to keep your remaining challenge count low, and avoid anything that extends your run further (Rainbow, High Spirits, White Beacons, Sacrificial Ritual). Thrill Seeker adds more value from completing Red Beacon challenges without needing Greens; keeping Side Hustle active (without completing it) guarantees time even on Red Beacons. Note Thrill Seeker becomes pointless if you're also running Chronotrigger.

Synergy pair
Knife's EdgeThrill Seeker
Jester's SchemeActive combo 300-900 pulls / 8k-10k boxes >

The go-to method for farming boxed mythics while still banking a solid pull count - very profitable, and benefits heavily from Loot Bonus/Loot Quality gear. Cycle Aqua into Yellow beacons to spawn huge numbers of flying chests, then let Jester's Trick convert whatever your run needs from the chests opened. A Loot Chest Bomb helps a lot in Canyon of the Lost Excursion and The Corkus Traversal, whose base chest quality is lower; this method is most valuable for high-tier boxed mythics in either Fruma Foray camp.

Missions required
Interest SchemeJester's Trick
Highly recommended
OstinatoBeleza PuraMaterialismHoarder
Opal OfferingActive combo 200-400 pulls >

A simple two-stage strategy: spam aquastacked Blue beacons until roughly challenge 90, then switch to aquastacked Purple and Dark Gray beacons to convert your accumulated boons into pulls. Save your Dark Gray beacon for that conversion phase. Pairing with Radiant Hunter means stocking up Radiance curses before you start building boons; pairing with Equilibrium speeds up pull generation further at the cost of a shorter run.

Mission required
Opal Offering
Highly recommended
Sacrificial RitualEquilibrium
Gambling BeastActive combo 6-15 end reward rerolls >

Builds your whole run around Gambling Beast as your 2nd trial. Aquastack as many Green beacons as possible before and after activating it (non-aquastacked Gray beacons can speed up getting there), aim to complete at least 3 missions before challenge 20, and set up enough Orange beacons. Take Ultimate Sacrifice or Hubris as your first trial for their 10-challenge buffer before Gambling Beast kicks in.

Setup missions
RedemptionHigh RollerOptimismBackup Beat
Dying Light + All InSemi-active combo very high reroll count >

Grants an enormous number of End Reward Rerolls and can be paired with normal pull farming on top. Unlike Gambling Beast, this voids all your sacrifices, so only go for it if you're not banking sacrifices this run. Works in a full 100-challenge run with a good pull setup, or a shorter one if you already have 200+ sacrificed pulls. To get the most from Dying Light, only retake base Rainbow beacons once your previous one has actually run out.

Good to Know

What Radiance actually does>
Two curses feed into it: Radiance Power (+1 per) and Radiance Chance (+2.5% per). Radiance Chance decides how likely any spawning mob is to become Radiant; Radiance Power then scales how strong that buff is on top of whatever else the mob already has. At 5+ Radiance Power, Radiant mobs explode on death for heavy damage; at 10+, they can spread their Radiance to nearby mobs. Some enemies at 8+ Radiance Power can randomly one-shot you (often from that death explosion) even through EHP boons, so treat high curse counts with real caution.
Beacon rerolls>
You start every run with 2 free rerolls, and Pink Beacons hand out plenty more. They cut out a lot of the luck factor in run setup and pull farming - save them especially for aquastacking Rainbow, Orange, Gray, Crimson, and Dark Gray beacons, since those are the ones worth guaranteeing rather than hoping for. Beacon choices themselves are capped at 6 no matter how many reroll or choice bonuses you stack.
How your last challenge works>
Some beacon and mission effects only trigger once a challenge is fully complete - and your very last challenge (when the counter reads N-1/N) never counts as complete, since the run ends the instant before that would happen. Red and White beacons, plus Purple/Dark Gray beacon pulls, still work on your last challenge. Chronokinesis pulls, Sacrificial Ritual, Gambling Beast, Purple/Dark Gray curses, any pending mission/trial completion, Yellow beacons, Materialism, and Gray/Crimson/Blue beacons all do not work on your last challenge - plan your ending around that.
Lootrun Daily Refresh Tokens>
Bought with Silverbull Shares from the store, each token adds 10 reward pulls and 1 reroll to the end of a lootrun, applied any time with /use - ideally shortly before the run ends, once you know the run is actually good (starting with one active is not recommended). They come in packs of 6 (4 Shares), 15 (8 Shares), and 32 (16 Shares), and are cheap enough relative to average per-run profit that they're genuinely worth buying, especially alongside pure pull-count strategies.
Fast looting>
Don't waste time browsing natural or cave chests - the contents are mostly low value. Right-click and immediately exit the menu to keep moving. Turn on Wynntils' mythic protection feature so you can't accidentally close a chest that had a boxed mythic in it.
Using /kill safely>
/kill can save time between challenges, get you unstuck, or fully restore your HP - but it costs 1 minute off your timer, so be careful on Red Beacons. Never use it with an Aqua boost active - dying in any way between challenges silently voids the boost, with no warning from the game. Never use it while Hubris is active either, since that ends your run immediately.
Resetting a bad run>
Not happy with your first few beacon offers and don't want to risk sacrificed pulls? Talk to the lootrun master to end the run before starting challenge 4 - it counts as a fail, but you keep your previous sacrificed pulls, any tokens used, and your daily bonus. Starting a new lootrun afterward puts you on a 15-minute cooldown, so budget for a short wait if you do this.

Profits & Loot Pools

Each camp has its own lootpool that rotates weekly, every Friday at 19:00 GMT (a run in progress when the pool changes finishes in the new pool). Every pool mixes Unique-to-Fabled gear (some pieces are exclusive to specific camps), lootrun tomes, LE/EB batches, runes, broken dungeon keys, wards, mythics, and one Shiny Mythic - Shiny Mythics, Insulators, and Simulators are exclusive to lootrunning.

No official mythic rate has ever been published, but the pool runs on a weight system: your odds of pulling a mythic scale with how many mythics are in that camp's pool. A bigger mythic pool means better overall mythic/pull odds but worse odds for any one specific mythic; a smaller pool is the opposite. Community estimates put the overall mythic chance around 1/4000 to 1/6000 pulls depending on pool size, Insulators/ Simulators/Wards closer to 1/2000, and Shiny Mythics far rarer still, around 1/100,000 - in the current system, Wards are simply the more reliably profitable target than chasing a specific mythic.

Take it: final chest has a mythic or ward Reroll it: no mythic/ward and rerolls remain Sacrifice it: out of rerolls, still no mythic/ward A big LE batch (~60 pulls or less) is worth just taking

Each reroll lets you pull again for the same pull cost. n sacrifices instead bank (1 - 1/(sacrifices+1)) of the current run's pulls for your next run (50%, 66.7%, 75%, 80%...) - sacrificed pulls carry over completely unaffected by future runs, and still count toward reroll costs. In the current meta rerolls are considerably stronger than sacrifices, since a good run can generate huge raw pull counts and Tokens already grant rerolls directly - that said, banking at least 2 sacrifices is close to free value even in a reroll-focused run.

More rerolls (wards/augments): Daily Tokens, Hubris, Side Hustle, Adrenaline Junkie, Gambling Beast, All In More sacrifices (hunting specific mythics): Redemption, Hubris, Warmth Devourer, Ultimate Sacrifice, Dying Light

"Yellow runs" (built around Jester's Scheme-style flying-chest farming) are the best way to hunt boxed mythics - keep a Wynntils favorites list for valuable non-mythic boxed items too, and use your pets' Stash feature to offload boxes to your bank when your inventory fills up. Since Fruma, both Fruma Foray camps are the best target for this. Discoverer (200% loot bonus), a crafted Loot Bonus/Loot Quality offhand (61%/13%), and LB/LQ boons all matter a lot here.

Shiny hunting is the lootrunner's ultimate test of patience - going 50+ hours without a single shiny pull is completely normal, so it's only worth it if you're heavily invested; chasing wards/augments instead usually pays off better per hour. If you do go for it, build up as many sacrificed pulls as possible (Redemption is the easiest source, then Ultimate Sacrifice, Dying Light, and Hubris), push runs to challenge 100 whenever you can, and adopt the only reasonable philosophy: never tell me the odds.

Lootrun Camps

Ordered easiest to hardest.

Canyon of the Lost Excursion

Difficulty EasiestCoords

By far the easiest camp - short caves, weak enemies, simple challenges, and a small playable area. Challenge altitude varies a lot; the clouds scattered around the area help ground-based classes like Warrior get up quickly, while Mage can just fly there.

Watch out for these, especially on high curses:

The Armory - Slay Challenge>
Trivialized by turning 270 degrees right immediately after entering and hiding behind the rock there.
Voltaic Crag - Spelunk Challenge>
Clear the last line of mobs before the boss first - they can snipe you from a distance. Keep circling the boss itself to avoid getting one-tapped.
Chiseler's Cavern - Spelunk Challenge>
The Gargoyles here throw spears for massive damage. Don't push in recklessly where 7+ of them spawn together - take your time.
Rogue Intel Core - Destroy Challenge>
Keep hitting both the target and the flying mobs at the same time to stop the area getting overwhelming - letting the side mobs stack up leads to heavy damage.

Molten Heights Hike

Difficulty EasyCoords

The smallest playable area of any camp - every challenge is easy to reach even with average movement. Higher-altitude challenges can be reached via thermal vents on the ground nearby.

Watch out for these, especially on high curses:

Flammagenitus - Slay Challenge>
Run back and forth in an ellipse to dodge enemy fire. Watch for enemies spawning on top of, or just below, the spikes.
Azer Arsenal - Slay Challenge>
Circle-strafe to avoid fire while clearing the wave - prioritize the gunners and sentient furnaces.
Frigid Hollow - Target Challenge>
There's a small ice boulder just ahead and slightly right of the entrance you can hide behind to kill the Drake safely - watch for trash mobs still spawning behind you.
Dragon Delta - Spelunk (final boss) Challenge>
The 5th and final boss teleports constantly and can shotgun you down fast. Keep your distance and pick your moments to attack.

Sky Islands Exploration

Difficulty Easy-MediumCoords

Demands fast, consistent aerial movement, though the challenges themselves are fairly tame - and falling into the void no longer ends your run. Clouds scattered around the lower islands launch you back up and cover good horizontal distance.

Watch out for these, especially on high curses:

Debris of Furcation - Slay Challenge>
Keep circling and stay away from the plant shooters that naturally spawn in the arena.
Phantasmic Field - Slay Target Challenge>
Never stop moving to dodge falling debris, and keep distance from the final two bosses.
Empty Nest - Defense Challenge>
Position yourself somewhere you can nuke the entire wave before it reaches the objective.
Ovine Spire - Spelunk Challenge>
Against the goat boss at the top, keep strafing sideways or circling to dodge its charge - stay on the opposite side of the room at all times.

The Corkus Traversal

Difficulty Medium-HardCoords

The biggest playable area, with some of the most annoying challenges in the game - long, convoluted caves and a few challenges that can wreck you fast. Watch for a random event where drones ambush you mid-flight; they're tanky and hit hard. A network of teleport pipes at the camp itself gives fast travel to various spots on the island. When flying over Corkus City, stay away from the hot air balloon - it's a fast-travel warp to Kandon-Beda that will end your run for leaving the playable area (you can get back, but it's tight).

Watch out for these, especially on high curses:

Armistice Sapling - Defense Challenge>
Flying for the challenge's last few seconds can secure the objective's survival - Fire Defense gear helps a surprising amount here.
The Warehouse - Spelunk Challenge>
The infamously long, convoluted cave in this camp. Worth practicing the route before running it for real.
Pirate Lattice - Spelunk Challenge>
Move and kill deliberately here - falling can be deadly on high curses.
Fanatic Nest - Slay Challenge>
The final wave includes a notably tough encounter - don't underestimate the last stretch.

Silent Expanse Expedition

Difficulty HardCoords

The first big jump in mob scaling, now matching Fruma's difficulty. The latest mob update gave enemies much higher HP and damage, so some can hit ridiculously hard just a few challenges in. Many challenges are cheesable at range, but a few are cramped and crowded enough to be genuinely dangerous on high curses or low boons.

Watch out for these, especially on high curses:

Graveyard of the Thousand - Slay Target Challenge>
Keep distance from the four-legged black creatures and the Bone Monstrosity's leap attack.
Exiled Garden - Slay Challenge>
Stick to the stone path - the reapers here have a multi-hit spell that can stunlock and kill you fast.
Collapsed Passage - Defense Challenge>
Running an ellipse around the challenge area dodges most enemy fire.
The Place Conglomerated - Spelunk Challenge>
Take cover behind the pillars in the boss room, and jump or sidestep its water wave attack.
The Place Coalesced - Spelunk Challenge>
Keep maximum distance from the boss - when it enters its bat phase, kill it fast before it wanders off.
The Place Condensed - Spelunk Challenge>
Stand on the ledge just before the boss room to fight it safely.

The Fruma Foray - West

Difficulty Very HardCoords

Unlike its East counterpart, this camp throws big swarms at you instead of a few strong enemies - inside extremely tight caves, which makes it more annoying than genuinely tough. When in doubt, fly - most challenges have enough vertical room to stay above enemies, though not every archetype can do damage reliably from the air. Approaching the Weapons Factory cave from the front gets you sniped by a security system for huge damage - fly in fast from another side instead.

Watch out for these, especially on high curses:

Thug Ambush - Slay Challenge>
Stay airborne where possible, but the arena is tiny and big movements will still pull you toward the middle.
Biofilm Overgrowth - Defense Challenge>
Probably the hardest single challenge in the game. Avoid the big slime and the airspace directly above it - its spew attack can instakill.
Electrifying Outpost - Spelunk Challenge>
The enemy at the top has a huge opening hit - fly around a little on approach to dodge it.
Water Tower - Spelunk Challenge>
Same idea - the top enemy hits hard and is immune for a few seconds before landing, then fires immediately. Flying around mitigates the damage.

The Fruma Foray - East

Difficulty HardestCoords

Currently the toughest camp by far - several caves packed with long puzzles and miniboss encounters with millions of base HP. Keep a close eye on your timer here, learn each cave's puzzle layout, and consider prioritizing walk speed since movement spells are awkward to use effectively inside some of the buildings.

Watch out for these, especially on high curses:

Liftal Castle - Spelunk Challenge>
Getting to the boss is a slog on its own; the boss is very tanky, and you fight more enemies in a cramped space right after it dies.
Estalis Gallery - Spelunk Challenge>
The boss's invulnerability phase spawns a lot of ranged statues that can burn through your health fast.
Entozoon Takeover - Spelunk Challenge>
Largely a matter of luck - the Entozoon's ranged attack can take almost your whole health bar if it connects.
Fort Hegea Defense - Slay Challenge>
Every mob here hits hard, and the ground is covered in damaging Changeling blood. Flying isn't a bad call.
Aelumia Gatekeepers - Slay Target Challenge>
Stay mobile to avoid the gunners, and do not approach the horse.

Cave walkthroughs for this camp's trickiest routes:

Cave guide - Liftal Castle>
  1. Fly to the left side of the bridge connecting the castle to the tower.
  2. Enter through the window (around [-1456, 137, -1073]).
  3. Climb the remaining 2 floors of the tower, avoiding enemies. The boss entrance is up a ladder leading to dark blocks, which triggers a short cutscene in Lord Liftal's office.
  4. Fight the boss and the enemies in the room after it, then exit via the stairs to the right of the last chest.
Cave guide - Krisa Manor>
  1. On entering the manor, pick one of two pathways.
  2. Drop down the bubble pit at the end of the path to fight a miniboss - grab the Ender Eye item it drops.
  3. Leaving the miniboss room puts you outside, facing the opposite pathway from the one you just did. Repeat for the other side.
  4. Once both paths are done, exit the manor and fly to the roof for the third miniboss.
  5. Go through the small rooftop passage, down one floor, and open the door with your 3 collected Ender Eyes to unlock the boss room.
  6. Tip: Lady Krisa spawns just a few blocks below the rooftop miniboss, so many archetypes can hit both at once with AoE - she's often near-dead by the time you actually reach her room.
Cave guide - Estalis Gallery>
  1. There's a 2x2 quartz pedestal by the entrance - that's the boss door, but it needs 3 dragon statues to unlock first.
  2. Head left through the dining hall to the tower connected to the main building (or just fly there).
  3. The first statue is on the top floor of that small tower, around [-1260, 102, -914].
  4. Head back through the bridge and climb the main building's stairs to the top floor - there's an attic entrance with the second statue, around [-1288, 104, -887].
  5. Head back out and jump through the windows to the room with the final statue, around [-1291, 99, -884].
  6. Return to the entrance and right-click the pedestal with all 3 statues placed - it rises and opens the path to the boss.

Builds

A viable lootrun build needs high walk speed to cross challenges and dodge enemies, long-range movement through spell-spam, fast wide-area damage, and solid Effective HP. That naturally sorts the classes into tiers:

Top efficiency: Mage - Riftwalker Best alternatives: Warrior - Idol Monk/Ascendancy, Mage - Arcanist Niche but works: Assassin - Acrobat, Shaman Struggles: Archer in general, any archetype not listed above

Run speed ranking: Mage > Warrior > Assassin = Shaman > Archer. These are simply recommendations, not the only builds that work - Sugo's Mythic Thread is another good source if you want to cross-check.

Warrior

A great staple lootrunning class - easy to use, with strong movement, huge AoE, and good bulk.

Generalist Tidebinder SurfStarter - Most Optimal Level 105-120 >
Gear
  • Resolution / Regal Crown
  • Soul Signal
  • Vaward / Champion's Valiance
  • Memento
  • Azeotrope
  • Azeotrope
  • Misalignment
  • Diamond Hydro Necklace / Regal Pendant
  • Tidebinder [w6w6w6] or [w7w7w7] at 120
Cycle

Same Generalist triplet cycle as Idol Surf below - see that entry for the full breakdown.

Details
  • 150k+ DPS
  • Flight and extreme bulk - near immortality
  • The level 120 version adds noticeably more EHP and a better Charge cost
Zephra Shredder FallenStarter Level 105 >
Gear
  • Keratoconus
  • Time Rift
  • Sagittarius
  • Capricorn
  • Azeotrope
  • Azeotrope
  • Prowess
  • Renda Langit
  • Zephra Shredder [a6a6]
Cycle

Scream, Scream, Upper - repeat.

Details
  • 250k+ DPS, but noticeably squishier than the Surf builds
Generalist Idol SurfTop - Most Optimal Level 120 >
Gear
  • Resolution
  • Drown / Discoverer
  • Champion's Valiance
  • Resurgence
  • Yang
  • Yang
  • Shattershard
  • Malocchio
  • Idol [w7w7w7]
Cycle

Generalist cycles run in triplets, where one spell in each group gets massively buffed (if a non-Charge spell only costs 1 mana, that's the buffed one). Cast 3 different spells first to trigger Generalist, then run the main loop: Bash, Upper, Charge, then twice through Upper, Charge, Scream. Every ~10 seconds, throw in a Scream, Upper, Charge for a damage/resistance buff. If you mess up the rotation, the flush is Upper, Charge, Charge, Charge, Scream, Bash. If that's too much to track, just the Upper-Charge-Scream triplet alone still does the most damage on its own.

Details
  • 200k+ DPS
  • Flight and extreme bulk - near immortality
  • Fast movement between beacons via Charge-spam
Offhands
LB/LQ Crafted Spear
Ascendancy PaladinTop - Most Optimal Level 120 >
Gear
  • Shattered Aurora
  • Fidelius
  • Champion's Valiance
  • Boreal
  • Symbiont
  • Symbiont
  • Reverence
  • Valediction
  • Ascendancy [w7w7w7]
Cycle

Scream repeatedly to group mobs together, then Uppercut whenever you've built enough holy power - repeat.

Details
  • By far the most durable lootrun build in the game
  • HP boons fuel both survivability and damage
  • Uppercuts can reach millions of damage
Fallen HeroTop - Cheaper Option Level 120 >
Gear
  • Keratoconus
  • Time Rift / Discoverer
  • Sagittarius
  • Capricorn
  • Diamond Steam Ring
  • Suppression
  • Prowess
  • Renda Langit
  • Hero [a6a6a6a6]
Cycle

Scream, Scream, Upper - repeat.

Details
  • Around 300k DPS, but less consistent and versatile than Idol Surf
Offhands
IdolLB/LQ Crafted Spear

Mage

Needs more active play and pricier gear, but has the highest efficiency ceiling of any class thanks to Warp.

Morrowind ArcanistStarter Level 105 >
Gear
  • Unravel
  • Time Rift
  • Sagittarius
  • Capricorn
  • Azeotrope
  • Azeotrope
  • Prowess
  • Diamond Hydro Necklace
  • Morrowind [a6a6a6]
Cycle

Spam Meteor until Mana Bank hits 100, then loop 4x Meteor into Heal (to refill Mana Bank) into Snake. Whenever Judrajim is up, Shift+Heal at 140+ Mana Bank to deploy it.

Offhands
BonderPredposledni
Morph Cascade RiftwalkerStarter Level 105 >
Gear
  • Morph-Stardust
  • Morph-Steel
  • Morph-Iron
  • Morph-Gold
  • Morph-Emerald
  • Morph-Emerald
  • Morph-Amethyst
  • Morph-Ruby
  • Cascade [t6t6t6]
Cycle

Same cycle as Warp Riftwalker below.

Offhands
Lunar SpineBonderPredposledni
CF Singularity RiftwalkerAlternative Level 105 >
Gear
  • Dark Matter
  • Gravity
  • Neutrino
  • Fermion
  • Yang
  • Yang
  • Prowess
  • Diamond Fusion Necklace
  • Singularity [f6t6t6t6t6t6t6t6t6t6t6t6t6t6f6]
Cycle

Same cycle as Warp Riftwalker below.

Offhands
Lunar SpineBonderPredposledni
Warp RiftwalkerTop - Top Build Overall Level 120 >
Gear
  • Astrolabe / Polyglot
  • Shogun or Discoverer / Tautology
  • Wild Growth / Omniverse
  • Willow
  • Tea Diviner's Iris / Summa
  • Nasins' Nadir / Lumino Blossom
  • Prowess
  • Bottled Thunderstorm / Diamond Fusion Necklace
  • Warp [a7a7a7]
Cycle

Riftwalker is a DoT playstyle that means tracking several active effects at once. Do some research before jumping in - it takes real fine-tuning to get right. Engage by Teleporting through the enemy and immediately casting Ice Snake to summon your Dimensional Tear (cheaper spells) and Time Vortex (main DoT) - recast Ice Snake roughly every 8 seconds at minimum. With Tear and Vortex both up, slowly cycle Teleport into Meteor, doing more Teleports between Meteors as Distortion builds. Weave in your melee whenever it's up - it builds Distortion every 4 seconds and charges powders. Shift+Heal to enter Riftbound every 20 seconds, which freezes Distortion decay for 6-8 seconds. Before using your Ultimate, resummon Vortex and enter Riftbound first, then cycle Meteor into 7x Teleport during it - it fires very fast.

Details
  • Fastest lootrun build in the game, both in damage and movement
  • Extreme area coverage and combat evasiveness, with very high EHP
  • The most optimal version can clear 500k+ DPS with no buffs active
Offhands
LB/LQ Crafted WandLunar Spine (build-dependent)Bonder
Warp ArcanistTop - Side Option Level 120 >
Gear
  • Aquamarine
  • Shogun or Discoverer
  • Windborne
  • Skidbladnir
  • Nasins' Nadir
  • Yang / Old Keeper's Ring
  • Prowess
  • Charm of the Storms
  • Warp [a7a7a7]
Cycle

Spam Meteor until Mana Bank hits 100, then loop 4x Meteor into Heal (to refill Mana Bank) into Snake. Whenever Judrajim is up, Shift+Heal at 140+ Mana Bank to deploy it.

Details
  • Second-fastest build in the game for both damage and movement
  • Great EHP and area coverage
  • Roughly 250k DPS, higher while Judrajim is active
Offhands
LB/LQ Crafted WandLunar SpineBonder

Shaman

Excellent area coverage, damage, and sustain - a remote totem lets you play safely from range. Movement takes some getting used to, but can reach very high speeds once mastered.

Panic Zealot SummonerStarter >
Gear
  • Unravel
  • Wanderlust
  • Runebound Chains
  • Skidbladnir
  • Ingress
  • Ingress
  • Prowess
  • Bottled Thunderstorm
  • Panic Zealot [a6a6a6]
Details
  • Extremely low resource costs - can sustain travel or combat almost indefinitely
Olympic Summoner / AcolyteTop >
Gear
  • Gale's Sight
  • Conduit of Spirit or Discoverer
  • Sagittarius
  • Revenant / Skidbladnir
  • Old Keeper's Ring (Summoner) / Ingress (Acolyte)
  • Bloodborne
  • Double Vision
  • Metamorphosis (Summoner) / Contrast (Acolyte)
  • Olympic [a6f6f6]
Offhands
TremorcallerLB/LQ Crafted Relik

Assassin

Acrobat is the only Assassin archetype that can realistically lootrun - not the strongest option overall, but solid if you don't have another class geared up.

Dance Among the Stars AcrobatStarter >
Gear
  • Caesura
  • Stratosphere
  • Vaward
  • Capricorn
  • Azeotrope
  • Moon Pool Circlet
  • Misalignment
  • Contrast
  • Dance Among the Stars [w6w6]
Details
  • The major ID grants fast traversal, with decent damage
Nirvana AcrobatTop >
Gear
  • Caesura
  • Soul Signal
  • Vaward
  • Stardew
  • Azeotrope
  • Moon Pool Circlet
  • Misalignment
  • Diamond Hydro Necklace
  • Nirvana [w6w6w6]
Details
  • Higher damage and better sustain than the starter option
Offhands
Dance Among the Stars

This whole section is rewritten and restructured from the community-written "Wynncraft Lootrun Guide" by Rover & Rem, used here with the mechanics and strategies credited to their original write-up.

14
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Streamers to watch

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