Difference between revisions of "Crafting"

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==General Information==
==General Information==
[[File:disciples of hand1.jpg|400px|thumb|All 8 [[Crafting|Disciples of the Hand classes]]]]
[[File:disciples of hand1.jpg|400px|thumb|All 8 [[Crafting|Disciples of the Hand classes]]]]
Crafting [[classes]], also known as Disciples of the Hand, synthesize new and useful items such as [[armor]], [[weapons]], [[meal|food]] and [[medicine|potions]] from basic [[materials]]. The 8 Disciples of the Hand classes in A Realm Reborn are '''[[Carpenter]]''', '''[[Blacksmith]]''', '''[[Armorer]]''', '''[[Goldsmith]]''', '''[[Leatherworker]]''', '''[[Weaver]]''', '''[[Alchemist]]''' and '''[[Culinarian]]'''. Some of the basic materials are collected by [[gathering]] by disciples of land classes or killing certain types of enemies. Players can unlock these crafting classes by talking to the Guild Receptionist in the Respective Guilds. Players are required to have a lvl 10 or higher [[Disciples of War|Disciple of War]] or [[Disciples of Magic|Disciple of Magic]] class to do this.
There are currently eight crafting [[classes]] in [[Final Fantasy XIV]], otherwise known as Disciples of the Hand, with each job specializing in crafting, repairing, melding and desynthesizing specific item types, as well as producing vanity items, such as furniture for [[houses]] and apartments.


They only have access to the cross-class abilities from the [[gathering]] discipline in addition to their own, whose cross-class abilities are entirely exclusive to them. They gain one cross-class slot every five levels up to level 50.
The 8 Disciples of the Hand classes are [[Carpenter]], [[Blacksmith]], [[Armorer]], [[Goldsmith]], [[Leatherworker]], [[Weaver]], [[Alchemist]] and [[Culinarian]].
 
Crafting classes are ill-suited for combat and cannot participate in Duties. They also have their own selection of levequests focused entirely on providing specific items.
To become a Disciple of the Hand, players require at least one level 10 Disciple of War or Magic. If eligible, visit the [[guild]] associated with the desired craft to begin your very first job quest.
Its advisable to enter a safe zone (especially the capital cities) to perform crafting without any danger of interruption and to benefit from bonus experience from resting.


In addition to crafting, these classes (except for culinarians) provide additional functions:
In addition to crafting, these classes (except for culinarians) provide additional functions:
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*To switch to a crafting class, simply equip the tool of that class from your armory chest. Additional equipment can be saved in an item set, and equipment with crafting stats can be bought or crafted for every equipment slot except for the Soul Gem. Most such equipment can be used across all the crafting classes except for the primary and secondary tools, which are unique to each.
*To switch to a crafting class, simply equip the tool of that class from your armory chest. Additional equipment can be saved in an item set, and equipment with crafting stats can be bought or crafted for every equipment slot except for the Soul Gem. Most such equipment can be used across all the crafting classes except for the primary and secondary tools, which are unique to each.
*When you have a crafting class equipped, the CP bar replaces your MP bar.
*When you have a crafting class equipped, the CP bar replaces your MP bar.
==Crafting Basics==
To begin crafting, open your crafting log section of your personal log and select a recipe. The items required will be displayed on the right side of the window and the difficulty will be displayed near the top. You can then select the option for '''Synthesize''' in the bottom right of the recipe window to open the crafting dialogue box. In the new window there are several things to take note of:
* '''Durability''' - Durability is the number of steps you can take when you're crafting an item. Each crafting action that alters the item's progress or quality consumes 10 points of durability by default, and some abilities can reduce the consumption or restore durability. Your crafting session ends when the durability of the item hits 0. If the progress has not reached 100% at that time, your synthesis fails and you lose some or all of the crafting materials. The starting Durability varies depending on the item. Items used mainly for further crafting (such as leather, bars of metal, cloth etc) usually have 40 points, equipment pieces have 60 or more.
* '''Progress''' - Progress is the measurement towards the completion of the item. You successfully craft an item when the progress bar becomes full. If you fail to reach the maximum progress before the durability reaches 0, your synthesis of the item fails and you lose some or all of the crafting materials. No further actions can be taken after the progress bar is filled, regardless of CP or Durability remaining. The higher your Craftsmanship stat, the more progress is made with most actions if successful.
* '''Quality''' - Quality is the probability that the item you're making will be a [[High Quality]] (HQ) item. You can increase Quality % by performing certain crafting actions and by initiating the synthesis using HQ ingredients. Quality is dictated by the [[Attributes|attribute]] [[Control]]. The higher the % reached the more experience will be gained from the crafting as well. Not all items have a HQ version however. Using HQ crafting materials also affects the % that the item starts with.
* '''[[CP]]''' - CP, or crafting points, are required to use some of your crafting actions. While crafting, your CP will decrease as you perform your abilities according to the indicated number on the ability icon. If the CP cost of a crafting ability is greater than your remaining CP, you cannot use that ability. CP regenerates to full after you complete a craft. A few abilities can restore CP during the crafting process under the right condition.
* '''Condition''' - Condition is visible just below durability and is visually apparent on the glowing ball of energy that represents the item. The condition of the item only effects the increase in quality of the item from touch commands. Each action or "step" taken in the crafting process can change this condition, and other than ''Normal'' these always last for only one step. There are four conditions:
** '''Excellent''' - Gives a large bonus to the efficiency of touch commands. The glowing ball rapidly changes colors. This has a 10% chance of occurring but will not happen after an Excellent, Good, or Poor condition.
** '''Good''' - Gives a minor bonus to the efficiency of touch commands. The glowing ball is a orange red. This has a 25% chance of occurring, but can not happen after a good, excellent, or poor status.
** '''Normal''' - Efficiency of touch commands remains as stated. The glowing ball is white. Every synthesis starts on this.
** '''Poor''' - Gives a minor demerit to the efficiency of touch commands. The glowing ball is purple and black. This always and only occurs on the step after Excellent.
The goal of the process is to get the highest quality possible and complete the progression of the item before the durability reaches zero. Success means the item is crafted, but failure means a loss of materials (some materials can be salvaged randomly). High quality items have higher stats where applicable, affect the base quality if used in further crafting and double the rewards when turned in for Tradecraft leves, Grand Company supply dailies and Ecatl Nine Delivery. Class quests and most story quests do not take quality of the item into account, although some quests (particularly crafting and gathering class quests and Ecatl Nine dailies) will explicitly demand HQ items.


Some items do not have high quality versions and will not display a percentage in the crafting window, although the quality bar will still appear and will still affect the experience gain normally.
New recipes are mostly automatically learned as you level up in the crafting class, and most can be attempted as soon as this occurs, although some high-level recipes have additional requirements like Craftsmanship or Control at a certain minimum.
===Quick Synthesis===
Once you have crafted an item once, you can use the option '''Quick Synthesis''' to create many copies of the same item. The process allows crafters to set up dozens of a single item to be crafted in relatively quick succession that they do not have to use individual crafting skills to create. The crafter can also end the process whenever they feel the need (when pressing cancel, one more item will be crafted first). Items spirit bond as normal with quick synth. Your gear is damaged at double the normal rate when using quick synth. Items created in this process have a certain chance for the craft to fail unless they are absolutely trivial and only a minimal chance of being HQ, using HQ materials does not affect this either.
Quick Synthesis is unlocked for all classes when any crafting class has reached level 10. It isn't available for some items, such as most of the special categories and high-level items.
==Advanced Crafting==
===[[3-Star Crafting Rotations|3-Star Rotations]]===
==Crafting Classes==
==={{Alchemist}} [[Alchemist]]===
==={{Alchemist}} [[Alchemist]]===
Alchemist is a crafting or Disciples of the Hand [[classes|class]] that transforms materials into potions and elixirs. Alchemists can create consumables such as Potions, ethers, elixirs, stat buffs, status cures and status inducers. They can also make [[wands]] for [[conjurer]]s and [[books]] for [[arcanist]]s. Many of the base materials can be gathered by [[miner]]s and [[botanist]]s. [[Alchemist]]'s Guild is located in [[Ul'dah - Steps of Thal]] (x8,y13).
Guild Location: [[Ul'dah]] - Steps of Thal.<br>
''Alchemists are masters of powders and potions – grinding and blending materials to produce useful consumables, elixirs, inks, wands, and grimoires.''


==={{Armorer}} [[Armorer]]===
==={{Armorer}} [[Armorer]]===
Armorer is a crafting or Disciples of the Hand [[classes|class]] that works with metals to create plate and chain mail armor. Chain and plate armor are stronger than leather and cloth ones. Armors can create metal armor such as plate armor for [[marauder]] and [[gladiator]], scale armor for tanks and [[lancer]] and helmets for [[gathering|gathering classes]]. They can also make frying pans for [[culinarian]]s and alembics for [[alchemist]]s along with heavy shields for gladiator and bucklers for casters. Most of the materials they need are gathered by [[miner]]s. [[Armorer]]'s Guild is located in [[Limsa Lominsa Upper Decks]] (x10, y15).
Guild location: [[Limsa Lominsa]] - Upper Decks.<br>
''Armorers excel at shaping metals and ores into equipable armor - such as chainmail, ring mail, scale mail and plate body armor, used by multiple classes in the game.''


==={{Blacksmith}} [[Blacksmith]]===
==={{Blacksmith}} [[Blacksmith]]===
Blacksmith is a crafting or Disciples of the Hand [[classes|class]] that works with metals to create weapons such as swords and axes and tools. The ores they use are [[gathering|gathered]] by [[miner]]s. Blacksmiths can create hand-to-hand weapons for [[pugilist]]s, swords and daggers for [[gladiator]]s, two-handed axes for [[marauder]]s. In addition to weapons for [[Disciples of War|disciples of war]], they can also make various tools for crafting and gathering classes. Blacksmiths can forge hatchets and scythes for [[botanist]]s, pickaxes and sledgehammers for [[miner]]s, knives for [[culinarian]]s and [[leatherworker]]s, hammers for [[goldsmith]], blacksmiths and armorers, saws and hammers for [[carpenter]]s, pliers for armorers, mortars for [[alchemist]]s, awls for leatherworkers and files for blacksmith. Most of the materials they need are gathered by [[miner]]s.  [[Blacksmith]]'s Guild is located in [[Limsa Lominsa Upper Decks]] (x10, y15).
Guild location: [[Limsa Lominsa]] - Upper Decks.<br>
''Blacksmiths specialize in the refining of metals and the production of main-hand and off-hand equipment, such as swords, axes, scythes, musketoons, and more.''


==={{Carpenter}} [[Carpenter]]===
==={{Carpenter}} [[Carpenter]]===
Carpenter is a crafting or Disciples of the Hand [[classes|class]] that works with wood to create bows, staves, tools and other items. The lumber they depend on are [[gathering|gathered]] by [[botanist]]s. Carpenters are able to craft bows for [[archer]]s, staves for [[conjurer]]s, polearms for [[lancer]]s and Macuahuitls for [[gladiator]]s. They can also make wooden shields and masks for casters, In additions for weapons and armor for [[Disciples of War|disciples of war]], carpenters can also create fishing poles for [[fisher]]s, grinding wheels for [[goldsmith]]s, spinning wheels for [[weaver]]s and clogs for [[crafting|crafters]]. [[Carpenter]]'s Guild is located in [[New Gridania]] (x10,y12).
Guild location: [[New Gridania]].<br>
''Carpenters excel at the production of wooden materials, furniture and equipment used by many classes in the game, such as clogs, bows, staves and polearms.''


==={{Culinarian}} [[Culinarian]]===
==={{Culinarian}} [[Culinarian]]===
Culinarian is a crafting or Disciples of the Hand [[classes|class]] that utilizes various items found throughout the world, to create food items. Players can consume food items to receive temporary buffs to a variety of attributes, including a 3% EXP buff. They can also craft bait and lure for [[fisher]]s. Many of the items needed can be gathered by [[Fisher]] and [[Botanist]]s, some of the later can also be grown through [[Gardening]]. [[Culinarian]]'s Guild is located in [[Limsa Lominsa Upper Decks]] (x9, y8).
Guild location: [[Limsa Lominsa]] - Upper Decks.<br>
''Culinarians utilize various ingredients to create hearty and emboldening meals. Players can consume food to receive temporary buffs to a variety of attributes, including EXP buffs – perfect for the wandering adventurer.''
 
==={{Goldsmith}} [[Goldsmith]]===
==={{Goldsmith}} [[Goldsmith]]===
Goldsmith is a crafting or Disciples of the Hand [[classes|class]] that uses metals and gems to create accessories such as rings, earrings and necklaces. Goldsmith is reliant on [[miner]]s for ores and gemstones. Goldsmiths can craft staves and scepters for [[thaumaturge]]s and hora for [[pugilist]]s. They can also make needles for [[weaver]]s, accessories such as rings, earrings and bracelets for all classes and head gear such as circlets and spectacles for casters and crafters. [[Goldsmith]]'s Guild is located in [[Ul'dah - Steps of Thal]] (x10,y13).
Guild location: [[Ul'dah]] - Steps of Thal.<br>
''Goldsmiths bend metals and gems into fashionable accessories and bejewelled weaponry. Many classes desire their fineries, such as rings, earrings, necklaces, staves and sceptres.''  
 
==={{Leatherworker}} [[Leatherworker]]===
==={{Leatherworker}} [[Leatherworker]]===
Leatherworker is a crafting or Disciples of the Hand [[classes|class]] that uses hides, furs and pelts to create leather armor of all kinds. There is no specific gathering class associated with it, as these materials are found by slaying animal monsters. Leather armor is stronger than cloth but weaker than chain and plate. Leatherworkers can create leather armor for [[pugilist]]s, [[lancer]]s, [[rogue]]s, and [[archer]]s along with armor for [[gathering]] classes. They can also make hand-to-hand weapons for pugilists, shields for casters, rings and necklaces for gatherers and rings for other classes.  The various types of Leather they make are also used in some recipes of other Disciple of the Hand classes, especially [[Armorer]] and [[Weaver]]. [[Leatherworker]]'s Guild is located in [[Old Gridania]] (x12,y7).
Guild location: [[Old Gridania]].<br>
''Leatherworkers prepare hides, pelts and furs from Eorzea's most notorious monsters into leather-based armor and accessories desired by multiple classes in the game.''


==={{Weaver}} [[Weaver]]===
==={{Weaver}} [[Weaver]]===
Weaver is a crafting or disciple of hand [[classes|class]] that utilizes fabric and fiber to create cloth armor. Many of the materials needed can be gathered by [[botanist]]s. Cloth armor is weaker than plate and leather but can be worn by almost any class. Weavers can make armor for crafting classes, [[gathering]] classes and casters. They also make light armor with [[strength]] and [[dexterity]]. The various types of Cloth they make are also used in some recipes of other Disciple of the Hand classes such as [[Leatherworker]]. [[Weaver]]'s Guild is located in [[Ul'dah - Steps of Thal]] (x14,y13).
Guild location: [[Ul'dah]] - Steps of Thal.<br>
''Weavers convert fabrics and fibres into comfortably light armors and accessories, such as robes, ribbons, shirts and pantaloons that are wearable by multiple classes in the game.''


==Crafting Basics==
Once you have unlocked a crafting job, all recipes related to that job can be viewed using the crafting log. To craft an item, players will require the materials displayed in that item's recipe. Once the necessary components are in your inventory, head to the recipe you wish to fulfil and press '''Synthesize'''.
* '''Durability''' - Durability is the number of steps you can take when while crafting an item. Each crafting action that alters the item's progress or quality consumes 10 points of durability by default, though there are various exceptions. Some abilities can restore durability or temporarily reduce consumption. Your crafting session ends when the durability of the item hits 0. If progress has not reached 100% by then, your synthesis fails – resulting in the loss of some or all crafting materials. The starting durability varies depending on the item.
* '''Progress''' - Progress is the measurement towards the completion of the item. If you fail to reach 100% progress before durability reaches 0, your synthesis fails. No further actions may be taken once the progress bar has been filled, regardless of CP or Durability remaining.
* '''Quality''' - Quality is the probability that the item you're making will be a [[High Quality]] (HQ) item. You can increase Quality % by performing specific crafting actions and by initiating the synthesis using HQ ingredients. The [[Control]] [[Attributes|attribute]] dictates quality. The higher the % reached the more experience will be gained from the crafting as well. Using HQ crafting materials also affects the starting quality percentage. However, not all items have a High-Quality version.
* '''[[CP]]''' - CP, or crafting points, are required to use some of your crafting actions. While crafting, your CP will decrease as you perform your abilities according to the indicated number on the ability icon. If the CP cost of a crafting skill is higher than your remaining CP, you cannot use that ability. CP regenerates to full after you complete a craft. A few abilities can restore CP during the crafting process under the right condition.
* '''Condition''' - Condition is visible just below durability and is visually apparent on the glowing ball of energy that represents the item. The condition of the item only affects the increase in quality of the item from touch commands. Each action or "step" taken in the crafting process can change this condition, and other than ''Normal'' these always last for only one step. There are four conditions:
** '''Excellent''' - Excellent condition has a 10% chance to proc after a "Normal" action, providing a significant bonus to the efficiency of touch commands.
** '''Good''' - Good condition has a 25% chance to proc after a "Normal" action, providing a minor bonus to the efficiency of touch commands.
** '''Normal''' - The efficiency of touch commands remains as stated. Every synthesis starts on this.
** '''Poor''' - Poor condition can only occur after an action is taken during Excellent condition, reducing the efficiency of touch commands.
===Quick Synthesis===
Once you have crafted an item once, you can use ''Quick Synthesis'' to automatically create more in relatively quick succession without using individual crafting skills. Spiritbond is acquired normally during this process, though your gear will degrade at double the standard rate.
Items created via Quick Synthesis have a chance to fail unless they are trivial in level compared to the crafter. There is a minimal chance of producing a high-quality item using Quick Synthesis regardless of whether you use HQ or Normal materials.
Quick Synthesis is unlocked for all classes once any crafting job has reached level 10.
==Advanced Crafting==
===[[3-Star Crafting Rotations|3-Star Rotations]]===
==Crafting Attributes==
==Crafting Attributes==
* '''([[CP]]) Crafting Points''' - crafting points are required to use some of your crafting actions.
* '''[[Craftsmanship]]''' - increases the amount of progress you generate while using crafting actions such as [[Basic Synthesis]] and [[Standard Synthesis]].
* '''[[Craftsmanship]]''' - increases the amount of progress you generate while using crafting actions such as [[Basic Synthesis]] and [[Standard Synthesis]].
* '''[[CP]]''' - are your crafting points which are required to use some of your crafting actions.
* '''[[Control]]''' - increases the amount of quality you generate while using crafting actions such as [[Basic Touch]], [[Standard Touch]] and [[Advanced Touch]].
* '''[[Control]]''' - increases the amount of quality you generate while using crafting actions such as [[Basic Touch]], [[Standard Touch]] and [[Advanced Touch]].
The goal of the crafting process is to get the highest possible quality and complete the progression of the item before durability reaches zero. High-quality items have higher stats where applicable and affect base quality if used in further crafting. HQ items also double your rewards when turned in for levequests and deliveries.
Class quests and most story quests do not take the quality of an item into account. However, some quests (such as crafting, gathering class quests, deliveries and dailies) will explicitly demand HQ items.
Some items do not have high-quality versions and will not display a percentage in the crafting window. However, the quality bar will still appear and will affect the amount of experience gained. Crafters automatically learn new recipes as they level up and can be attempted as soon as possible, provided you have enough Craftsmanship or Control.
==Crafting Consumables==
==Crafting Consumables==
===Experience Boost===
===Experience Boost===

Revision as of 21:20, 29 August 2019

General Information

There are currently eight crafting classes in Final Fantasy XIV, otherwise known as Disciples of the Hand, with each job specializing in crafting, repairing, melding and desynthesizing specific item types, as well as producing vanity items, such as furniture for houses and apartments.

The 8 Disciples of the Hand classes are Carpenter, Blacksmith, Armorer, Goldsmith, Leatherworker, Weaver, Alchemist and Culinarian.

To become a Disciple of the Hand, players require at least one level 10 Disciple of War or Magic. If eligible, visit the guild associated with the desired craft to begin your very first job quest.

In addition to crafting, these classes (except for culinarians) provide additional functions:

  • Repair: To repair any item yourself, you'll require a certain level in a corresponding crafting class. This applies to every piece of equipment, craftable or not. You don't have to switch to the class in order to repair the item. Unlike NPC repairs, this can restore condition to far above 100%. The higher the level of the equipment, the higher grade Dark Matter is required to do this.
  • Materia Melding: This likewise requires a certain level in the corresponding crafting class. Players can "Request Meld" from other players with a sufficient crafting level, but may also be charged for the service. This can only be performed while the class is active. This feature is unlocked through the quest Waking the Spirit with a crafting class at level 19.
  • Desynthesis: Taking unneeded equipment, furnishing and fish apart to potentially salvage some of the materials and even find unusual materials. This has its own skill level system, but the maximum skill in any class is dependent on the crafting class level itself. Culinarians can desynthesize most fish instead of equipment. You don't have to switch to the class to do this. If the Desynthesis skill is too low compared to the level of the item, its not possible to perform this action, and some equipment can't be desynthesized at all. This feature is unlocked through the quest Gone to Pieces with a crafting class at level 30.

Using the class:

  • To switch to a crafting class, simply equip the tool of that class from your armory chest. Additional equipment can be saved in an item set, and equipment with crafting stats can be bought or crafted for every equipment slot except for the Soul Gem. Most such equipment can be used across all the crafting classes except for the primary and secondary tools, which are unique to each.
  • When you have a crafting class equipped, the CP bar replaces your MP bar.

Alchemist frame icon.png Alchemist

Guild Location: Ul'dah - Steps of Thal.
Alchemists are masters of powders and potions – grinding and blending materials to produce useful consumables, elixirs, inks, wands, and grimoires.

Armorer frame icon.png Armorer

Guild location: Limsa Lominsa - Upper Decks.
Armorers excel at shaping metals and ores into equipable armor - such as chainmail, ring mail, scale mail and plate body armor, used by multiple classes in the game.

Blacksmith frame icon.png Blacksmith

Guild location: Limsa Lominsa - Upper Decks.
Blacksmiths specialize in the refining of metals and the production of main-hand and off-hand equipment, such as swords, axes, scythes, musketoons, and more.

Carpenter frame icon.png Carpenter

Guild location: New Gridania.
Carpenters excel at the production of wooden materials, furniture and equipment used by many classes in the game, such as clogs, bows, staves and polearms.

Culinarian frame icon.png Culinarian

Guild location: Limsa Lominsa - Upper Decks.
Culinarians utilize various ingredients to create hearty and emboldening meals. Players can consume food to receive temporary buffs to a variety of attributes, including EXP buffs – perfect for the wandering adventurer.

Goldsmith frame icon.png Goldsmith

Guild location: Ul'dah - Steps of Thal.
Goldsmiths bend metals and gems into fashionable accessories and bejewelled weaponry. Many classes desire their fineries, such as rings, earrings, necklaces, staves and sceptres.

Leatherworker frame icon.png Leatherworker

Guild location: Old Gridania.
Leatherworkers prepare hides, pelts and furs from Eorzea's most notorious monsters into leather-based armor and accessories desired by multiple classes in the game.

Weaver frame icon.png Weaver

Guild location: Ul'dah - Steps of Thal.
Weavers convert fabrics and fibres into comfortably light armors and accessories, such as robes, ribbons, shirts and pantaloons that are wearable by multiple classes in the game.

Crafting Basics

Once you have unlocked a crafting job, all recipes related to that job can be viewed using the crafting log. To craft an item, players will require the materials displayed in that item's recipe. Once the necessary components are in your inventory, head to the recipe you wish to fulfil and press Synthesize.

  • Durability - Durability is the number of steps you can take when while crafting an item. Each crafting action that alters the item's progress or quality consumes 10 points of durability by default, though there are various exceptions. Some abilities can restore durability or temporarily reduce consumption. Your crafting session ends when the durability of the item hits 0. If progress has not reached 100% by then, your synthesis fails – resulting in the loss of some or all crafting materials. The starting durability varies depending on the item.
  • Progress - Progress is the measurement towards the completion of the item. If you fail to reach 100% progress before durability reaches 0, your synthesis fails. No further actions may be taken once the progress bar has been filled, regardless of CP or Durability remaining.
  • Quality - Quality is the probability that the item you're making will be a High Quality (HQ) item. You can increase Quality % by performing specific crafting actions and by initiating the synthesis using HQ ingredients. The Control attribute dictates quality. The higher the % reached the more experience will be gained from the crafting as well. Using HQ crafting materials also affects the starting quality percentage. However, not all items have a High-Quality version.
  • CP - CP, or crafting points, are required to use some of your crafting actions. While crafting, your CP will decrease as you perform your abilities according to the indicated number on the ability icon. If the CP cost of a crafting skill is higher than your remaining CP, you cannot use that ability. CP regenerates to full after you complete a craft. A few abilities can restore CP during the crafting process under the right condition.
  • Condition - Condition is visible just below durability and is visually apparent on the glowing ball of energy that represents the item. The condition of the item only affects the increase in quality of the item from touch commands. Each action or "step" taken in the crafting process can change this condition, and other than Normal these always last for only one step. There are four conditions:
    • Excellent - Excellent condition has a 10% chance to proc after a "Normal" action, providing a significant bonus to the efficiency of touch commands.
    • Good - Good condition has a 25% chance to proc after a "Normal" action, providing a minor bonus to the efficiency of touch commands.
    • Normal - The efficiency of touch commands remains as stated. Every synthesis starts on this.
    • Poor - Poor condition can only occur after an action is taken during Excellent condition, reducing the efficiency of touch commands.

Quick Synthesis

Once you have crafted an item once, you can use Quick Synthesis to automatically create more in relatively quick succession without using individual crafting skills. Spiritbond is acquired normally during this process, though your gear will degrade at double the standard rate.

Items created via Quick Synthesis have a chance to fail unless they are trivial in level compared to the crafter. There is a minimal chance of producing a high-quality item using Quick Synthesis regardless of whether you use HQ or Normal materials.

Quick Synthesis is unlocked for all classes once any crafting job has reached level 10.

Advanced Crafting

3-Star Rotations

Crafting Attributes

The goal of the crafting process is to get the highest possible quality and complete the progression of the item before durability reaches zero. High-quality items have higher stats where applicable and affect base quality if used in further crafting. HQ items also double your rewards when turned in for levequests and deliveries.

Class quests and most story quests do not take the quality of an item into account. However, some quests (such as crafting, gathering class quests, deliveries and dailies) will explicitly demand HQ items.

Some items do not have high-quality versions and will not display a percentage in the crafting window. However, the quality bar will still appear and will affect the amount of experience gained. Crafters automatically learn new recipes as they level up and can be attempted as soon as possible, provided you have enough Craftsmanship or Control.

Crafting Consumables

Experience Boost

Item Duration Effect Source
Company-issue Engineering Manual 180m +50% Experience earned from synthesis (Up to 50,000) Purchased from Grand Company Quartermaster for 1,440 Company Seals
Company-issue Engineering Manual II 180m +50% Experience earned from synthesis (Up to 100,000) Purchased from Grand Company Quartermaster for 2,300 Company Seals
Commercial Engineering Manual 60m +150% Experience earned from synthesis (Up to 300,000) Level 50 Crafter Job Quests, Purchased from Various for 30 Red Crafters' Scrip
Squadron Engineering Manual 120m +20% Experience earned from synthesis (Replaces FC buff) Reward from Squadron Missions
Food 30m +3% Experience earned from synthesis Crafted through Culinarian or purchased from vendors

Control Increase Food

Item Duration Effect Source
Salt Cod 30m NQ: +8% Control (Max Control increase: 4)
HQ: +10% Control (Max Control increase: 5)
Crafted by level 15 Culinarian
Purchased from Vendors:
Gerulf in Limsa Lominsa Lower Decks (x8,y11)
Sasamero in Old Gridania (x14, y8)
Katherine in Ul'dah - Steps of Thal (x13,y9)
Alehouse Wench in Central Thanalan (x19,y20)
Raw Oyster 30m NQ: +8% Control (Max Control increase: 8)
HQ: +10% Control (Max Control increase: 10)
Crafted by level 19 Culinarian
Purchased from Vendors:
Shopkeep in Eastern Thanalan (x13,y24)
Alehouse Wench in South Shroud (x17,y19)
Boiled Bream 30m NQ: +8% Control (Max Control increase: 12)
HQ: +10% Control (Max Control increase: 15)
Crafted by level 27 Culinarian
Baked Sole 30m NQ: +8% Control (Max Control increase: 14)
HQ: +10% Control (Max Control increase: 17)
Crafted by level 30 Culinarian
Tuna Miq'abob 30m NQ: +8% Control (Max Control increase: 16)
HQ: +10% Control (Max Control increase: 20)
Crafted by level 33 Culinarian
Salt Cod Puffs 30m NQ: +8% Control (Max Control increase: 18)
HQ: +10% Control (Max Control increase: 23)
Crafted by level 42 Culinarian
Dagger Soup 30m NQ: +8% Control (Max Control increase: 22)
HQ: +10% Control (Max Control increase: 27)
Crafted by level 50 Culinarian
Pan-fried Mahi-Mahi 30m NQ: +8% Control (Max Control increase: 25)
HQ: +10% Control (Max Control increase: 31)
Crafted by level 50* Culinarian

Craftsmanship Increase Food

Item Duration Effect Source
Mint Lassi 30m NQ: +12% Craftsmanship (Max Craftsmanship increase: 8)
HQ: +15% Craftsmanship (Max Craftsmanship increase: 10)
Crafted by level 10 Culinarian
Purchased from Vendors:
Gerulf in Limsa Lominsa Lower Decks (x8,y11)
Sasamero in Old Gridania (x14, y8)
Katherine in Ul'dah - Steps of Thal (x13,y9)
Alehouse Wench in Central Thanalan (x19,y20)
Mashed Popotoes 30m NQ: +12% Craftsmanship (Max Craftsmanship increase: 12)
HQ: +15% Craftsmanship (Max Craftsmanship increase: 15)
Crafted by level 21 Culinarian
Purchased from Vendors:
Shopkeep in Eastern Thanalan (x13,y24)
Alehouse Wench in South Shroud (x17,y19)
Cheese Risotto 30m NQ: +12% Craftsmanship (Max Craftsmanship increase: 16)
HQ: +15% Craftsmanship (Max Craftsmanship increase: 20)
Crafted by level 27 Culinarian
Purchased from Vendors:
Cheese Souffle 30m NQ: +12% Craftsmanship (Max Craftsmanship increase: 20)
HQ: +15% Craftsmanship (Max Craftsmanship increase: 25)
Crafted by level 37 Culinarian
Purchased from Vendors:
Rolanberry Lassi 30m NQ: +12% Craftsmanship (Max Craftsmanship increase: 24)
HQ: +15% Craftsmanship (Max Craftsmanship increase: 30)
Crafted by level 45 Culinarian
Purchased from Vendors:
Rolanberry Cheesecake 30m NQ: +12% Craftsmanship (Max Craftsmanship increase: 32)
HQ: +15% Craftsmanship (Max Craftsmanship increase: 40)
Crafted by level 50* Culinarian
Purchased from Vendors:

CP Increase Food

Item Duration Effect Source
Frumenty 30m NQ: +10% CP (Max CP increase: 10)
HQ: +13% CP (Max CP increase: 12)
Crafted by level 4 Culinarian
Purchased from Vendors:
Gerulf in Limsa Lominsa Lower Decks (x8,y11)
Sasamero in Old Gridania (x14, y8)
Katherine in Ul'dah - Steps of Thal (x13,y9)
Alehouse Wench in Central Thanalan (x19,y20)
Stone Soup 30m NQ: +10% CP (Max CP increase: 17)
HQ: +13% CP (Max CP increase: 21)
Crafted by level 17 Culinarian
Purchased from Vendors:
Shopkeep in Eastern Thanalan (x13,y24)
Alehouse Wench in South Shroud (x17,y19)
Pea Soup 30m NQ: +10% CP (Max CP increase: 21)
HQ: +13% CP (Max CP increase: 26)
Crafted by level 26 Culinarian
Cawl Cennin 30m NQ: +10% CP (Max CP increase: 24)
HQ: +13% CP (Max CP increase: 30)
Crafted by level 35 Culinarian
Fish Soup 30m NQ: +10% CP (Max CP increase: 26)
HQ: +13% CP (Max CP increase: 33)
Crafted by level 43 Culinarian
Bouillabaisse 30m NQ: +10% CP (Max CP increase: 34)
HQ: +13% CP (Max CP increase: 43)
Crafted by level 50 Culinarian
Baked Onion Soup 30m NQ: +10% CP (Max CP increase: 38)
HQ: +13% CP (Max CP increase: 48)
Crafted by level 52 Culinarian