For those of you wondering how to train professions quickly and easily! Currently updated for version 0.9.5, but parts or the entirety may apply to later versions.
#spinachstealer's complete guide to professions V2.3 (updated 0.9.5)
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General overview.
In CTE2, there are 9 professions. You can find a list of these and their current levels in the Mine & Slash hub, by hovering over the pickaxe icon in the bottom middle. I divide the professions into into 3 categories:
Category 1 - Salvaging
This category contains only a single profession, and the only profession that is completely useless in the current version of the game.
Category 2 - Gathering professions.
This includes farming, fishing, mining, and animal breeding. They produce the resources used in crafting professions.
Category 3 - Crafting professions.
This includes gear crafting, infusing, alchemy, and cooking. They use stones and materials obtained from gathering professions to produce equipment, consumables, and upgrades.
Xp boosts
Xp boosts generally do not work with professions - you need specifically profession xp increases, which can be found on tools and only applies to that profession. Notably, xp increasing seafood and similar buffs do not apply to professions.
The main way of increasing profession xp is via rested profession xp, which is gained by gaining combat xp. While you have rested profession xp, any profession you train will consume the rested profession xp and provide double xp. This lasts until your pool of rested profession xp runs out.
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Salvaging
Salvaging belongs in a unique category for having a unique training method and also being currently completely useless, but if for whatever reason you wish to see salvaging 100 on your Mine and Slash hub, read on.
You get NO salvaging xp from auto-salvaging, so the best method to train salvaging it to turn off auto-salvaging completely, and manually throw all your gear into a salvaging station. This skill is hard to automate with hoppers/Refined Storage due to the lack of useful filters to only disassemble gear of certain characteristics (like common).
The disassembler's learning method does not apply to salvaging, so there's not much more to do here. It might be worth investing in multiple backpacks to store all the unsalvaged gear.
The best way to get large amounts of gear to disassemble is likely running harvest maps or adventure maps.
The xp you get from salvaging depends heavily on the gears level, not your salvaging level. There is a contribution from rarity as well. The formula is 30*gear_level*rarity_bonus, where rarity bonus is a number between 1 for common and 2.5 for mythic.
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Gathering Professions
The main reason to train these professions is access to higher level materials obtained via training. These materials are then used in category 3 professions. There's no benefit otherwise.
Materials
The materials are as follows:
Mining - ore
Farming - produce
Breeding - meat
Fishing - fish
These materials go in the master backpack, so check there if you don't find them. You get a new tier of material every 20 levels, according to the following progression:
Spiritual: 1-20
Celestial: 20-40
Empyrean: 40-60
Angelic: 60-80
Divine: 80-99
Godly: 100
You can obtain lower tier materials even at a higher level via crafting. A material of a tier crafts into two materials of the lower tier. You cannot craft up to a higher tier, but you can purchase all the materials from the trading terminal if needed.
Tools
Three of the gathering professions also have specific tools. These are the hoe for farming, the pickaxe for mining, and the fishing rod for fishing. As you gain xp in the respective profession, the tool will level up, gaining a perk every 20 levels for a maximum of 5 perks at level 100. Each perk can be one of four options:
- Profession experience
- Double drop chance
- Triple drop chance
- Tiered drop chance
- Block reach
When you gain a perk, it rolls a random % to go with it (highest observed is 13.4%, more data needed).
Other than perks, tools also benefit from the base material they are made of, as well as any enchantments on the item. More details will be found in the respective skill sections.
Tool Enchantments
You can get enchantments 1 level higher than the max vanilla level by using an Imbuing Table, combining a max enchantment on a tool with the same max enchantment in a book, along with a Hallowed Gem (which can be purchased from a Trading Terminal). You can also rarely obtain enchantments two levels higher than the vanilla cap through trading with a goblin trader. Goblin traders are rare spawns and their trades are random. You will most likely need to extract the enchantment from the item into a book with a disenchanter, and use Botania's mana enchanting to apply the book to your desired tool to not lose the valuable book. Finally, its possible to find some extremely high level enchantments in loot in some dungeons, though none are relevant to professions to my knowledge.
Farming
One of the gathering professions, farming is done by harvesting grown crops (either by right click or left click). Farming has also has tiered crops, meaning the best thing to grow changes depending on your level.
Specifically, here are my recommendations:
- 1-20: wheat/potato/carrot/beetroot
- 20-40: tomatos/cabbage/onions
- 40-50: gyshal green
- 50-70: winter leaves/pine fruit
- 70-100: scalefruit/fiery beans
You skip some tiers and still get good xp. Notably, the Blue Skies crops can be started as early as level 40. Due to the power of the training methods below, its not super important to optimize this skill.
Method 1 - Bonemeal Spam
Using dispensers filled with bonemeal hooked up to a fast clock (observer clock recommended, turned on and off with a sticky piston), you can hold right click to gain a bunch of farming xp quickly.
Method 2 - Large Fields (Recommended)
Plant a large field of crops and use ftb ultiminer together with right click to harvest the field very quickly. Use red fertilizer from the Farming for Blockheads mod to speed up growth rate of the crops, and use a chunkloader if able to not require the player to be nearby.
You get a stupid amount of farming xp from this method, and its trivial to set one up. With an 18x18 field of scalefruit, I get ~200k farming xp in a 15s harvest, which is ready every time I come back to base due to red fertilizer. The red fertilizer is permanent so long as the crop doesn't get trampled or broken. It can be combined with yellow fertilizer, but not green fertilizer. This method can be upscaled as much as you desire.
Hoe setup
The material of the hoe is largely irrelevant, though at least diamond is recommended for durability. The only notable enchantment is fortune, which increases harvest yield, but does NOT increase xp gained.
Additional Notes
- Fortune on your hoe does NOT increase xp yield, but does increase crop yield.
- The agricarnation from Botania can greatly speed up crop growth if provided with mana. With sufficient mana and agricarnations, its possible to grow an entire field at a rate comparable to the bonemeal dispenser method.
- Red string from Botania can let you set up the dispensers away from the crops being grown. This makes it possible to fit more dispensers around a crop, but is ultimately not necessary since 4 dispensers are enough to fully grow all relevant crops. It can make the setup nicer for those with advanced knowledge of red string.
- Neptunium soil and Supplementaries planters do not work with fertilizer, meaning you lose out on a great source of crop growth speed.
- Farmers Delight rich soil is a viable alternative to red fertilizer, but is harder to obtain in bulk and is slower in my tests.
Vanilla farming information
In order to farm crops, you need to first till soil by right-clicking with a hoe. Seeds are planted with a right click, and will grow slowly over time if a player is nearby. Crops also need hydration within 4 blocks and a light level above 9 in order to grow. These two factors can be combined into a simple 9x9 field with a waterlogged top-slab in the middle, with torches in the corners and cardinal directions, as well as in the middle. Without a chunkloader, the player also needs to be within 128 blocks in order for the crops to grow.
An example large field setup:
Fishing
Fishing is done by using a fishing rod in a body of water. All fish give the same xp. The vanilla mechanic of fishing has been replaced with Stardew Fishing, which adds a minigame with a bar to play after hooking the fish.
As for the mechanics of fishing itself, right click to cast your rod. There will be particles. You want to pay attention to when a line of particles approaches the rod, and then right click when the bobber dips below the water. One of two things will happen:
A) You hook an item. You get the normal xp amount.
B) You hook a fish. You now enter a minigame with a vertical green band that you can move up by holding left (or right) click, or let fall by letting go of left (or right) click. There will be a moving fish icon that you need to keep in the band until a progress bar fills. The progress bar starts reducing if the fish is outside your band. If the bar fills, congrats you got a fish! You get the normal xp amount. If the bar empties, then you lose the fish and get no xp.
Fishing Rod setup
The base material matters a lot here. The best rod is a neptunium fishing rod, though diamond will suffice until you get enough neptunium. The enchantments also have a significant effect on your fishing. The ones you want are Luck of the Sea and Lure. Of these two, lure is more important, as it reduces the time it takes to hook a fish. Luck of the sea doesn't impact experience rates notably, but it does increase the loot you get, including neptunium.
Lastly, fishing also has a unique upgrade system where you can apply hooks, lines, bobbers, and bait to your rod to further improve it. These can be applied by placing your rod in a Tackle Box from Aquaculture.
The worm is quite good to add, as it also reduces the time it takes to hook a fish, leading to extremely short wait times when combined with Lure V. You can get worms via a worm farm, which functions similarly to a composter.
The best bobber is the cork bobber from Stardew Fishing. Notably, the quality bobber, though it sounds good, has no impact on profession xp. The trap bobber is also a candidate, but will lead to slower catches than the cork bobber, and for most players, the cork bobber will also lead to easier catches.
The hook has no impact on the profession xp you get, but can offer other bonuses like easier to hook fish via redstone or noteblock hooks, or increased loot via double hook or nether star hook. Iron-diamond hooks work as well, but are worse than the aforementioned hooks in some way or another.
The line seems to have no impact due to Stardew Fishing.
Method 1 - Normal Fishing
There's no real variance in the fishing setup; just use the best rod possible (see below). However, there are some buffs you can apply to help. First and most significantly, the Brew of Marine Allure from Botania. Secondly, there are bonuses to catch rate for fishing in a large body of water, as well as for fishing in the rain. Finally, make sure your body of water has clear sky access, otherwise you get a penalty to fishing rate.
Method 2 - AFK Fisher (Extremely slow)
You can in theory build an afk fisher with the purpose of getting as much junk as possible and simply allowing any fish to escape. Since junk or treasure gives xp while bypassing the Stardew fishing minigame, its completely possible to train this way. A pre 1.16 fisher works for this. However, entering the Stardew Fishing minigame breaks holding down click, so you need need an autoclicker for this to work. It's also extremely slow compared to the other two methods.
Finally, make sure to get rid of any sources of luck, including the hook and the luck of the sea enchantment on your rod. Since AFK fishers in 1.16 + have a much harder time getting treasure, we absolutely want to make sure our treasure chance is as low as possible, as otherwise the roll will get just get converted into hooking a fish.
Method 3 - Stardew Canceling
Similar to method 1, except we hit esc to cancel out of the Stardew fishing minigame any time we hook a fish. We only get xp for hooking items, and no longer get any fish, but with enough boosts to hook rate, we get almost as much xp as just fishing normally. The amount of effort is also similar, but its more forgiving if you're not good at the Stardew Fishing minigame.
For this method, your xp rates depend entirely on how fast you hook things, so its incredibly important to maximize catch rates as much as possible. This means using at least lure 4, a neptunium rod, worm bait, and allure brew.
Additional notes
- Unlike in Stardew Valley, perfect catches/treasure obtained during the Stardew Fishing minigame does not affect profession xp at all.
- Bounty Boards with a Decree of Fishing are a great source of neptunium that does not require much (if any) fishing. You can find these in villages or craft them yourself. With enough boards, its much faster to get neptunium using this method.
- The allure brew can be turned into an insence stick for more longevity, efficiency, and convenience.
- For a list of which fish can be found where (for the purposes of quests or crafting ingredients), see the following: #1376654311714459728 message
Mining
One of the gathering professions, mining is done by breaking ores. The tool for mining is the pickaxe. Mining has tiered ores. You can find more info in the Mine and Slash Library, but the rule of thumb is to stick to the area close to your mining tier for maximum xp rates.
Specifically, here are my recommendations:
- 1-20: Overworld (copper/coal primarily)
- 20-40: Overworld (redstone/lapis/diamonds/gold primarily)
- 40-100: Blue Skies (Everbright)
Mining is quite slow to train, but does speed up once you can mine blue skies ores without a major xp penalty. You can also start mining Blue Skies earlier if needed, or use Undergarden to help bridge the gap between 20 and 40.
Method 1 - Caving (Recommended)
The primary method involves running through caves and tapping ores with ftb ultiminer to quickly harvest them and move on. To help us, we want to try and be a higher level than the naturally spawning mobs, so this works best at high combat levels, or for the overworld, before level 50. Everbright over Everdawn because lava sucks, but at 80+ Everdawn becomes more viable due to horizonite.
Method 2 - Tunneling
Similar to above, but using Ultiminer to dig tunnels.
Equipment
Some other things that greatly help with mining:
- Get a backup with a filter upgrade, an advanced-pickup upgrade, a stack size upgrade, and (recommended but optional) an autoblasting + advanced-compacting upgrade. Set up the filters to match backup contents, the compacting and blasting as needed.
- Use night vision potions or brew of night owl from Botania (recommended)
- Use speed potions or brew of fleetfoot from Botania
- Use Vanities Emptiness from Botania (recommended, reduces spawns)
- Use whatever other equipment boosts speed and (if needed) survivability. For example, ethereal arc from blue skies boss, or globetrotters sash from Botania.
- Try to get at least 3.0 feed value for an extra 0.5 block reach.
- Brew of adrenaline from Botania (provides haste)
Method 3 - Orechid/Orechid Ignem (Only up to Level 40)
Using Botania's orechids, its possible to generate ore right at your base. When combined with Refined Storage's destructors and constructors, you can stockpile many ore blocks to mine at your own leisure. The inability to generate Blue Skies ores makes this method vastly inferior after level 40. Additionally, the setup takes a fair bit of mana, both for the orechids and to power Refined Storage, especially if you want to scale up the production. If done correctly though, it can greatly speed up the early grind, and be used in addition to the caving setup.
Pickaxe setup
Mining is slow enough that the xp boost perk on the pickaxe does make a difference. It might be worthwhile to make a new pickaxe if you don't get much profession xp stats on it. A diamond pickaxe does suffice, though better pickaxes are recommended. The best pickaxe I can think of is the Terra Shatterer from Botania, though infiniminer makes upgrading it less relevant.
Efficiency is the most important enchantment on a pickaxe. Fortune does NOT increase xp gain, but does increase resources if that is valuable to you. Silk touch will grant no xp, but allows you to collect the ore blocks to "bank" xp for later. This is discussed more in advanced methods.
Additional Notes
- Flugel tiara, while absolutely nerfing your combat power, allows you to fly to easily reach ores in the ceiling or across ravines. When paired with vanity's emptiness, you mitigate the majority of the downside of the tiara.
- Flight with the flugel tiara does reduce your mining speed, so that makes efficiency even more important.
- Vanity's Emptiness does not stop lifestealers or nightmare stalkers from spawning. Be wary of them while using Vanity's Emptiness, especially if paired with flugel tiara.
- Underwater caves spawn more exposed ores, so with depth strider, aqua affinity, and neptunium armor, its better to mine in underwater caves.
Animal Breeding
One of the gathering professions, animal breeding is done by breeding animals. There is no tool for breeding. All animals give the same xp when bred, and they only give xp if the breeding produces a baby offspring (so turtles, sniffers, etc give no xp).
Breeding suffers from terrible xp rates and a lack of tiered breeding. This means that at a sufficiently high level, the "low level penalty" will reduce your xp to literally 0, making breeding impossible to train past ~lvl 40. However, we can bypass the low level penalty by making a new character which is trained up to combat level 15, and use that character to train Breeding. Because profession levels are shared, this will allow you to get up to 100 breeding on your main character. The details of this are discussed more in Advanced Methods.
Method - Trough
Breeding does not need the player to manually breed the animals. The player simply needs to be within a (fairly generous) range of animals which are bred. Chunkloaders in this range also count, allowing for theoretically infinite scaling (at the cost of performance).
This means we can use the trough from Farming for Blockheads to automatically and passively train breeding. Chickens are my recommendation for how easy it is to obtain their breeding material, but any animal will do. The trough has a 32 animal limit within its range, so the setup has 24-30 animals, and we need to filter out all newborns asap. To accomplish this, the animals are suspended in mid air via a lead attached to a fence floating above the ground. There are spikes placed below the breeding stock so babies fall and immediately die, while the parents are safely suspended by the leads.
Example setup:
Notes
- A magnet upgraded Simply Storage chest can pick up all the drops and materials from breeding.
- The range of the feeding trough is about 7-8 blocks (horizontally and vertically). Any animals outside this range will not count toward the 32 animal limit for breeding, nor will the be bred by the trough.
- The trough sometimes fails at breeding with exactly 2 animals. Increasing the number of animals in range increases how successful it is at breeding.
- A Botania Pollidisiac can also be used to breed animals
- The trough/pollidisiac can be inconsistent with providing breeding xp. In some of my tests they provide xp as if the player bred the chickens themselves, in others they gave no xp. Currently unsure what causes the method to work in some cases and fail in others. More testing/data is required.
-# Things to try: feeding only one of the chickens, allowing the trough to feed the second and complete the breed. Chickens hatched from eggs. Manually bred chickens before placing the trough. Placing trough before/after chickens. - Make sure to use the level 15 combat character whenever AFKing or otherwise training breeding!
Crafting Professions
Crafting professions use materials from gathering professions, stones from salvaging, coins, and some regular resources in order to craft equipment and consumables. A more detailed list of what each profession does will be provided in that profession's section. Each crafted item has two independent scaling factors - the level its made with, and the rarity. The rarity is determined by the rarity of stones used, while the level range depends on the level range of the profession material used. Higher level items require a higher profession level, while higher rarity items can be crafted at any level.
When training crafting professions, the most significant factor is the existence of the disassembler's learning method, which doubles your xp at the cost of destroying the output. Generally speaking the best method is to use the absolute cheapest recipe possible, since that gives more net xp and the time cost is mostly irrelevant. Higher quality materials and stones can be crafted into lower quality ones. More info on recommended recipes in each skill's section. Higher quality and higher tier recipes do provide more xp, but at a much steeper cost.
Note that recipes are also subject to penalties for being too low level, but not for being too high level. As a result, theres even further incentive to stick to the low tier recipes.
You can also buy stones/gathering profession materials from the Trading Terminal if you are running low, or wish to train crafting professions without training gathering professions.
Automation
You can automate the crafting stations using hoppers. If making an automatic xp setup, be extremely careful of accidentally overfilling one resource and not having space left in the crafter for the rest. Botania's corporea network and corporea funnels with some precise redstone is likely the best way to provide items to crafting stations automatically. However, automation is not necessary to train crafting professions efficiently, since the crafting happens so quickly and xp rates are high enough to make manually adding stacks of resources quite viable.
For non-training purposes, Refined Storage crafters + importers is likely the best way to automate crafting stations. Keep in mind that you need to set the recipe inside the station manually, so this would require a separate crafting station per recipe.
Gear Crafting
Used to craft gear souls to apply to equipment. Gear souls are crafted using ores from mining, requiring higher tier ores for higher level souls. In addition, crafted souls require some kind of ingot, such as iron or cloggrum, depending on the level of the crafted soul. Gear souls can be applied to items without a soul by dragging and dropping the soul onto the item.
In addition, you can craft sharpening stones which increase the quality of gear. Sharpening stones have no level requirement to craft.
Method 1 - Spiritual Sharpening Stones (Recommended)
Craft spiritual sharpening stones; both recipes are cheap but the one without ore is usually cheaper since copper is more plentiful than coal anyways, and common stones + bronze coins are basically free. The one taking ore gives ~10% more xp however.
Method 2 - Level 1 Common Jewelry Soul
Craft common jewelry soul (Min Level 1) since copper is cheap and all the recipes require iron. Consider higher level/higher rarity jewelry souls if running low on iron.
Method 3 - Celestial Sharpening Stone (60+)
Starting at level 60, Celestial Sharpening Stones start giving their max xp. If coal and copper are your bottlenecks for crafting, switch over to celestials at level 60. It costs 5x the coins, and 18x the stones, but the same amount of copper and coal, and yields 2.5x the xp in this range. It's not worth starting this method before 60 since the xp is comparable or even less than spirituals before 60.
The recipe taking ore gives ~20% less xp than the one taking stones.
Notes
- Make sure to use the disassembly learners method!
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Infusing
Used to craft infusions to apply to equipment. Uses ore from mining, alongside ingots such as iron or cloggrum. Infusions must be applied in order from common to mythic, and must be of the appropriate level for the gear being infused. Applying an infusion may fail, so it might take multiple common infusions before you can apply an uncommon one. There is also a limit to the number of times you can attempt to infuse an item, meaning that, depending on rng, your gear might cap out at an epic infusion. Infusions provide a random stat when first applied, and increasing the rarity increases the strength of the infusion, but does not add new stats.
Method - Level 1 Common Jewelry Infusion
Craft common jewelry infusions (Min Level 1) since copper is cheap and all the recipies require iron. Consider higher level/higher rarity jewelry infusions if running low on iron.
Notes
- Different items can roll different stats for infusions. Boots can get the ability to cast skills or gain charges, weapons generally roll some kind of damage increase stat, rings offer resists, and necklaces offer stat increases.
- A complete list of infusions can be found in the Library under affixes (search tooltips for "enchant")
- Make sure to use the disassembly learners method!
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Alchemy
Used to craft stat boosting elixirs using fish from fishing or produce from farming. The elixirs offer a nice but not crazy stat buff to various stats. You can only have one elixir buff active at a time. Higher rarity and higher level elixirs have stronger effects, with level being slightly more important.
- Strength Elixir: Uses produce from farming and potato/scalefruit
- Intelligence Elixir: Uses produce from farming and cabbage/fiery beans
- Dexterity Elixir: Uses produce from farming and carrot/cryo root
- Crit Damage Elixir: Uses fish from fishing and gold/diopside
- Magic Skill Damage Elixir: Uses fish from fishing and lapis/moonstone
- Physical Skill Damage Elixir: Uses fish from fishing and redstone/pyrope
You can also craft restoration potions that give an instant health or mana restoration effect, but with a hefty cooldown. These also restore a greater percentage of their respective resource at higher level and rarity. Usually I would consider these not worth it, as alternative sources of sustain are required. However, if you find some during exploration, feel free to use them.
The stat reset potions are not level gated, and come in two varieties: minor and complete. Minor reset potions let you respec 10 points, while major reset potions refund all points. There are 5 kinds of points that can be reset - talent, skill, passive, ascendancy, and stat. These potions are all quite cheap and make changing your build very affordable.
Method 1 - Level 1 Common Stat Increase Potions
Produce is easier to get than fish, so craft common Strength, Intelligence, or Dexterity Elixirs (Min Level 1), depending on what crop you have more of.
Method 2 - Minor Reset Passive Potions
Minor Reset Passive Potion. This gives more xp than Method 1, but uses slightly more expensive ingredients in the form of uncommon stones and flax (due to flax being harder to automate than carrots/potatoes).
Notes
- Both methods appear to give the same xp rates, so use whatever one is cheaper for you!
- Make sure to use the disassembly learners method!
Cooking
Used to craft stat boosting meals and seafoods using fish from fishing, produce from farming or meat from breeding. You can have 1 meal buff and 1 seafood buff at a time. These offer nice but not crazy buffs to various stats. Like all other crafted items, the bonuses increase with both level and rarity.
- Mana Shield Meal: Uses meat from breeding and cod/crab
- Health Meal: Uses meat from breeding and fish/beef
- Mana Meal: Uses produce from farming and beets/gyshals
- Energy Meal: Uses produce from farming and carrots/corn
- Item Find Seafood: Uses fish from fishing and pufferfish/carp
- Experience Gain Seafood: Uses fish from fishing and tropical fish/tuna
Method - Level 1 Common Energy/Mana Meals
Produce is the easiest of the three resources to get, so craft common Energy Meal or Mana Meal (Min Level 1), depending on which crop you have more of.
Notes
- Make sure to use the disassembly learners method!
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Advanced tactics (abusing level cap)
One of the mechanics of CTE2 is capping out your profession level to your current combat level. However, you still gain full xp if your profession level is capped, storing it as excess xp that will be used to instantly level up that profession once you raise your combat level. In order to use this overcapped xp, you need to train that skill once it is uncapped; otherwise you will have an xp amount that looks like 20000/12000. You can gain at most one level per experience drop, so if you have a lot of overcapped xp, it might take several actions for your level to catch up to what it should be once the profession is uncapped.
Notably, gaining full xp while capping your level means you can continue to use low tier recipes for full xp rate by not leveling combat. This is most noteworthy for the one profession that suffers the most from low-level penalties when training normally - animal breeding.
Fishing
You do get more xp per level, but you also get a low level xp penalty with every level. Except for extremely early on, the penalty is more significant than the increase, meaning its more xp to level cap yourself every 20 levels, until you buffer enough xp to hit the next multiple of 20. IE, you want to have your combat level be 40, and then fish enough to reach level 60 fishing all at once. Then train combat to 60, before going back to fish enough to reach level 80 fishing all at once.
This offers quite noticeable improvements in xp rates over not level capping, offering upwards of 25% xp boost, stacking multiplicatively with other sources (eg from your fishing rod). That said, the requirements to pull this off are quite restrictive, and can be easy to mess up, while also being unfun.
Mining and Farming
Technically, this method of level capping to get full xp from lower tier materials also applies to mining and farming. For farming, xp is easy enough to get that there's no real point in using this method. For mining, using a silk touch pickaxe, we can stockpile a large amount of ores. You can calculate the xp gained counting each ore at its optimal level (See #1376654311714459728 message). Once you have enough banked xp to reach 100, you can use a second character to mine them while level capped. This allows for much higher xp rates from moonstone, aquatite, and pyrope in particular.
Animal Breeding
Animal breeding behaves similarly to Fishing, except unlike fishing, the low-level penalty never resets. This makes it literally impossible to gain xp if your animal breeding level gets too high. The solution is then to sit at level 15 combat until you have enough overcapped xp to get all the way to level 100. If your animal breeding level reaches ~50, you get quite literally 0 xp from any breeding action, so unlike fishing, utilizing this method is all but required in order to progress. If you somehow train breeding past 40 without taking advantage of the level cap, you will be getting ~20% of the xp you would compared to the level capping method.
Multiple Characters
In order to take advantage of the level capping "feature," you can make a new character and level it at level 1. This will lock your profession at its currently level, since profession levels are shared across all characters. When you wish to level up, switch to the main character and gain small amounts of xp to quickly gain the levels, before switching back to the low level character to use the level cap again.
For animal breeding in particular, it is therefore critically important that you do not, under any circumstances, have the auto breeder run or manually breed anything while on your main character. Otherwise, you have a chance of permanently locking yourself out of being able to train breeding.
Numbers and Stuff
Currently still working on the numbers, but they will be found at the following location:
https://docs.google.com/spreadsheets/d/1I9gE8q5_mc97HlwQiM2aWqENfiJry1yx8YwYbO4b-_s/edit?usp=sharing
A brief summary of the findings will be added once the data is collected and analyzed.
Any blank numbers are due to an apparent pattern presenting itself, but not being verified. These patterns include the following:
- For salvaging, the item being salvaged and profession level have no effect.
- For salvaging, the item level and rarity are multipliers to the base xp of 30.
Suggestions for Future Development
- Fix breeding. A short term fix would be to increase xp rates and add a "tier" system similar to fishing where the low-level penalty resets every 20 levels.
- Increase fishing xp across the board. Due to stardew fishing, fishing is the second slowest profession to train. While not as much in need of a bufff as breeding, a 2x multiplier would be nice to see
- Increase early game mining xp. 1-20 mining is disproportionately slow compared to other skills. A slight buff in this range would be helpful to smooth it out.
- Add some benefit to training salvaging or remove the profession entirely. As it stands, the profession is useless.
You can comment now 🙂
maybe a suggestion to add on for the Animal Breeding section: creation of a new character soft trained to about 15 just for professions. I never knew about the cap, but my character combat level is already about 40 so its over for my breeding
That's actually quite clever, I didn't think that would preserve profession but i just tested and it does! You've saved breeding 🙂
I will add it soon, will reorganize a slight bit to mention it in the appropriate spots in a bit, kinda wanna play the game right now. I spent multiple hours over multiple days getting the guide to its current version.
Why was floating agricarnation from botania not included in the farming section? It’s a simple setup which makes your crops grow almost instantly. Though, instead of ghysal, you will have to use corn
agricarnation is mentioned in the farming section
My bad
Also, there is a setup with constructors and quartz from refined forage for mining
i think the red fertilizer is simpler + cheaper though, and its enough to make farming the fastest profession
You can absolutely use agricarnations to increase gains even more; it becomes absolutely stupid amounts of xp
But it falls off from level 40; however, it’s good for levelling your pickaxes
oh? do tell, it'll be a useful addition anyways, since pre-40 is the most painful part of mining
a minmaxed agricarnation setup can get from 1-100 in like, 30 minutes or something, i didnt test the absolute extreme of it though
Need to search for it online; constructors just place quartz ore, using cables; there is a botania flower that generates quartz ore. Whenever a player mines it, an oak barrel with a magnet pulls the quartz in to refine it back into quartz ore.
ive mentioned the regular orechid, i can absolutely add a section for the ingem orechid as well
but that does take some time to stock up the ore and a fair bit of mana. That said I'll elaborate on the setup; it applies to both types of orechids
As for the fishing rod setup i did noticed that the fastest and easiest way to get neptunium would be by doing bounties with a fisherman decree, so crafting decrees till getting one of those would be a great idea in order to get neptunium fast and easy
im not currently sure if that has been changed in newer versions, since this information comes from my 0.9.3b playthrough
ah ive not done any bounty stuff, but ill test and add that
Usually bounties are pretty easy and fast way to get it, even some of them not even having to fish to get the neptunium ingots (it has ingots and nuggets as rewards, so it depends mostly on your luck, but decrees are kinda expensive, since they require an epic stone (or rare, i can't remember which one was it) so in that scenario it would be easier to explore and find multiple bounty boards across different villages till finding the one u need
spinachstealer's complete guide to professions V2.1 (updated 0.9.5)
Thanks for the detailed writeup. May take some of it for eventual wiki
There are some changes coming to profession but nothing crazy that would break this guide
Feel free, it would be an honor to have my stuff be a part of the wiki 🙂
what would be good too a bit more into a quest line like make a bredding setup ore so
spinachstealer's complete guide to professions V2.2 (updated 0.9.5)
Updated the guide slightly to include more information on fishing.
Fish
Freshwater
Smallmouth Bass
Bluegill
Brown Trout
Carp
Catfish
Gar
Minnow
Muskellunge
Perch
Arid
Bayad
Boulti (Nile Tilapia)
Capitaine (Nile Perch)
Synodontis
Arctic Ocean
Atlantic Cod
Blackfish
Pacific Halibut
Atlantic Halibut
Atlantic Herring
Pink Salmon (Also in rivers)
Pollock
Rainbow Trout
Saltwater
Jellyfish
Red Grouper
Tuna
Jungle
Arapaima
Arrau Turtle
Piranha
Tambaqui
Swamp
Frog (Removed as of Minecraft 1.19)
Leech
Box Turtle
& Freshwater fish
Mushroom Island
Red Shrooma
Brown Shrooma
& Freshwater fish
Other Loot
Driftwood
Tin Can
Goldfish
Message in a Bottle [Right click to reveal a message!]
Algae (Freshwater biomes)
Box
Lockbox
Treasure Chest
Neptune's Bounty
Little extra, because some insane person decided we need even more fish
Charscale Moki, Grittle Flatfish, and Horizofin Tunid are from Blueskies
Charscale and Horizofin are in the Everdawn, Grittle is in the Everbright
It appears you need to tactically fish for them
Bugged(?) fish:
So far, only two fish have refused to show up, and I'm pretty sure they are bugged, being the Box Turtle (fished for in swamp) and the Capitaine (fished for in desert)
I have also receive information that the starshell turtle (fished for in Twilight Forest) is also bugged, I cannot confirm this though
the only issue is that most of the time, the through does breed the chickens but i get no exp
Ive not yet figured out why it doesnt work often. Once it works it continues to work as far as i can tell, but theres some secret conditions ive not discovered yet
I am investigating if spawning them in through spawn eggs, chicken eggs, summon command or parental breeding and THEN breeding them is different or yields differently
it's weird
Yeaaaaa good ideas
I plan on testing thoroughly as well soon
But i think my plan is to get numbers for xp rates for the consistent methods first
This would help me with balance
you should also investigate the issue of chicken breeding not working
i am still not getting exp even if the through works
I will do comprehensive testing on that later, but its more of a time sink due to the 5 min between breeds. Will prob install carpet for tick warps to test. Its also lower prio for me conpared to other professions
I will say that it does work... sometimes. Ive managed to get it working 3 times somehow, but i didnt have the best scientific setup and independent variables and such.
i wonder if a bug makes it so after a while you get no exp in the chunk
I dont think that was it. I used it for 24 levels on my survival world through quitting and reloading without it breaking. Its a setup thing pretty sure. That said again im focusing on the other professions first cause even solving the inconsistency, breeding is dumb to train and i think itll be more helpful to have more info on other profs
Some preliminary numbers coming in
It looks like the two crafting professions i tested come in at about ~6000 crafts to lvl 100, less if you use higher level recipes appropriately.
Fishing comes in at ~2200 fish caught for 100 without taking into account prof xp bonus. This means at 4 fish a minute (15s per fish), you're looking at over 9 hours of non-stop fishing.
Given that crafting can have a stack done in seconds, even manually, and can be fully automated if needed, this is a big disparity between the skills. Aside from collecting materials (which is done quite easily during the process of training the gathering skill, or automatable if needed), there is virtually no time spent training a crafting skill.
Even if you consider the time spent automating or gathering for the crafting profession, that's time either spent training another skill, or engaged in interesting gameplay (how to build a farm for a resource).
I dont think 9-10 hours is too long of a grind for lvl 100, but its also 9-10 hours of relative focus thanks to the stardew fishing minigame, while also being quite repetitive and mind numbing. It strikes that balance where its hard to enjoy watching a show on the side like you can in mmos such as runescape, while also not being engaging enough to be enjoyable as the sole focus.
More numbers to come in the future!
It would help if perfect catches gave more profession xp like they do in stardew valley, so that theres more incentive and benefit to paying proper attention and fishing well
perfect catches x3 exp
i wonder if Mahj will implement something for the salvage profession. If I could suggest something, a flat ( (Salvage_Level+Player_Level)/2 x0.5)% added chance of doubling your salvaged results would be neat.
A player with salvage level 50 and at player level 70 gets +30% to double its salvage results.
Personally I don’t think player level should affect that since it should be a bonus from the profession.
The issue is idk if this is technically possible at all, but yea that would solve my biggest issue with fishing
spinachstealer's complete guide to professions V2.3 (updated 0.9.5)
Added a google sheet with a ton of numbers for xp amounts.
A proper writeup about the conclusions regarding time + resources will come later, but for now, enjoy having some numbers
Also, if a discord admin ever sneaks a peek in here, it'd be nice to have the table of contents pinned 🙂
honestly i feel like i hit a wall mining after level 90 in the everbright/everdawn ores
You have to use falsite and ventium for the last few levels. I found them between y5-10 in everbright at decent rates
ah ok yeah just got 100
Yea the optimal strat involves silktouching them earlier to save for 80+
Ive gotta update the mining part with those numbers now that i got them
blue skies is useless for farming, tomatoes >>>>>> blue skies crops, as you can place rope on them and they give more xp
I have numbers to back up my claims. You can continue to do whatever method you want but the guide is mostly accurate
the quests also tell you which crops are most efficient for which level ranges, growing tomatoes will only get you so far
also i use mca villagers to farm for me when im afk
goood thing thers no quest for profesion
there literally are?
oh jea ups
animal breeding part sounds like a bug.. xd
there should be no xp penalty there
Does that work? Will need to test it
mca villagers?
it would be cool if there was no exp penalty but you could gain more exp if you were breeding animals from other dimensions
For fishing, there is another method
You have to create a lower level character and basically fish with it for 20 levels
There is a diminishing return on xp with each level, but it resets every 20 lvls.
Yea, i have an outdated version of that method in the advanced methods
So you can just swap characters
i will rewrite that at some point, probably after i finish building this map
Animal breeding is cancer, though
getting changed in 1.0 thankfully
Idk; I have everything 100 except that dumb thing
but yea, the current "Advanced method" suggests training the secondary character every 20 levels, while my new method involves leaving the secondary character at 1 and switching to main to train the prof to a 20 milestone, then switching back to level 1
11.3 million
about 70k breeds if done optimally with breeding at exactly 15
if you level it higher you get significantly reduced rates. for me with breeding at 25 id need over 100k breeds
thats the optimal method
Online, that’s a lot of lag
and you cannot do a single breed or have your automated trough run at all on the main character
I would rather ask a mod to give me level 100 lol
otherwise you probably instantly soft lock yourself
with a massive setup with 100 animal, its still over 100 hours of continuous breeding
again, doing everything optimally
Makes sense
in theory you could speed it up by stockpiling 5.5 million rested profession xp, but that needs you to do a ton of combat without training any professions in between
I think each harvest map gives me like 20k
And I can finish one in less than a minute
Probably, more if I use exp food
So 1.2m rested exp per hour
4.5 hours of grinding harvest maps
But if you have a lot of item find, then you will get a lot of uniques
So it’s not that bad
Sorry, I meant 20k rested exp
hmm, i get 7k rested xp per harvest at 100 without food
Do you fully clean it?
yea
Huh, interesting. Online or single player?
and this is with me consuming rested combat xp for double gains
so its probably more like 3.5k
singleplayer
yea the only config i changed was to stop losing favor on death LMAO
Oh, I think with harvest maps, you should also cover the whole map. Iirc, you will kill less mobs if you just sit at one spawner.
hmm that could be it
But I am not sure. I noticed that I finished way faster and killed less if I just sat at one point
That’s about it
sitting at 2 increased it a tiny bit to 8k rested prof xp while consuming rested combat xp
Server configs also differ from single player if I am not wrong
that would depend on the server but possibly yea
so theoretically, you'd farm a massive amount of rested combat xp, then turn it all into rested prof xp via doing combat, then do breeding
but also breedings getting changed so i consider it kinda irrelevant
You could also just speedrun mythic maps
yea but dying would be a massive setback, since you lose 75% of your rested xp on death by default
and i am not strong enough to do like 100 mythic maps without dying once
Wait how do i get restet combat xp?
I don’t die in mythics, so I don’t know
train professions
What build are you using?
Ah ok
yea, i just hit 100 and dont even have level 100 gear
Should have follow rule every 10 lvl make new gear xd
I have a few I use: ice golems and wisps freeze, bleed gong/whirlwind, or crit damage melee
i mean i started map building as soon as i hit 100 so...
Bleed is meh for mobs, but good for Ubers
Jea i am going for whirwind brawler
I don’t really touch brawler since rogue has energy regen and crit damage
Well i am not there yet would like to have a maps guide like ibdont now stuff there
I have ads so not relly i mean not how to run them juat liek for ubers and tier and stuff
So i dont now shit there runnign them is staright forward
Ubers are late game
Jea could you write me a little guid like ho i get to them ore so not for build wise liek how yo make the map ore so wait are thies the Lila maps ? Not the gren once?
It’s from level 55. You should ask in #geenral
bumping to make it more visible to me (working on an update)
bump
Bump
fist
I did a test to see if crafting higher rarity/level might be worth it. Though it might vary based on your current skill lvl - I'm not sure how that factors in. (Tested w/ jewelry infusion at character level 54/infusion level 27)
- uncommon lvl 1-20 gave 150% as much profession xp as common lvl 1-20
- common lvl 20-40 gave 400% as much profession xp as common lvl 1-20
so at the very least, crafting higher lvl seems more profitable than exchanging your mats for lower lvl ones using the 1:2 downgrade crafting recipe
at least if like me your bottleneck is the M&S profession material and not the copper/iron bars etc.
i do have a table on the google sheets, but i didnt update the guide afterwards 😦 next version will have that information
awesome, looking forward to it. excellent guide btw
note that the xp is weird so its not actually 400% more always
ah ok I thought that might be the case but wasn't sure
here's every 10 levels, notice how it goes up and down
nice, yeah those numbers are a bit weird
on 1.0 release ill likely have tables of xp rates for every level and more detailed guides, but its certainly worth considering using the lvl 20-40 recipes at various points currently
particularly for coal/copper efficiency
i dont think the uncommon or higher are particularly good for xp since the bars and such are just that much harder to get
feel free to look at the sheet its got a lot of numbers in it, should be available for public viewing
very helpful, thanks!
the numbers being non-linear makes interpolating between these 10 level breakpoints a lot harder, but at the time i didnt have the best testing setup. I have since improved the testing setup and should be able to get numbers easier
those one-off decreases (e.g. lvl 30 for infusion 1 and lvl 50 for infusion 20) seem like a bug or oversight in the calculation
M&S's calculation I mean, not yours
i have some theories, but hopefully they'll be fixed for 1.0? speaking of which i need to beta test that at some point
has it been updated for 1.0? :)
thank you for your hard work
when i finish with my thesis i'll finally boot up version 1.0 and start compiling a guide on "how to max out any gear piece"
and cite you as my inspiration lol
ha no need for that
has this been updated?
Still works fine
Not yet, im being even more thorough this time, while also trying to get some time in actually playing the game
for gear craft leveling, do the stone recipes not exist anymore? i can only see the ore versions in game
1.0 did change recipes, I believe that was one of them
God why. Leveling those professions is so annoying
thanks
@full sentinel
Is there a guide on what every professions does exactly ? what we gain doing prof ?