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 Introduction to Crafting

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Dr Ubik

Posts : 11
Join date : 2015-08-29
Age : 32
Location : Wellington, New Zealand

PostSubject: Introduction to Crafting   31st August 2015, 12:00 am


Crafting classes, also known as Disciples of the Hand, synthesize new and useful items such as armor, weapons, food and 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 Disciple of War or Disciple of Magic class to do this.

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.

Crafting Basics:

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 of the crafting material. 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 may lose some of the crafting material. 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 each action 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 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. 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.
+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 class quests and Ecatl Nine dailies) will explicitly demand HQ items.

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. 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 regardless of how easy it is and only a minimal chance of being HQ, even if using HQ materials.

Quick Synthesis is unlocked for all classes when any crafting class has reached level 10. However, it cannot be used on Beast Tribe recipes.


Crafting Classes


Alchemist is a crafting or Disciples of the Hand 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 conjurers and books for arcanists. Many of the base materials can be gathered by miners.


Armorer is a crafting or Disciples of the Hand 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 classes. They can also make frying pans for culinarians and alembics for alchemists along with heavy shields for gladiator and bucklers for casters.


Blacksmith is a crafting or Disciples of the Hand class that works with metals to create weapons such as swords and axes and tools. The ores they use are gathered by miners. Blacksmiths can create hand-to-hand weapons for pugilists, swords and daggers for gladiators, two-handed axes for marauders. In addition to weapons for disciples of war, they can also make various tools for crafting and gathering classes. Blacksmiths can forge hatchets and scythes for botanists, pickaxes and sledgehammers for miners, knives for culinarians and leatherworkers, hammers for goldsmith, blacksmiths and armorers, saws and hammers for carpenters, pliers for armorers, mortars for alchemists, awls for leatherworkers and files for blacksmith.


Carpenter is a crafting or Disciples of the Hand class that works with wood to create bows, staves, tools and other items. The lumber they depend on are gathered by botanists. Carpenters are able to craft bows for archers, staves for conjurers, polearms for lancers and Macuahuitls for gladiators. They can also make wooden shields and masks for casters, In additions for weapons and armor for disciples of war, carpenters can also create fishing poles for fishers, grinding wheels for goldsmiths, spinning wheels for weavers and clogs for crafters.


Culinarian is a crafting or Disciples of the Hand class that utilizes various items from other crafting classes, as well as 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 fishers.


Goldsmith is a crafting or Disciples of the Hand class that uses metals and gems to create accessories such as rings, earrings and necklaces. Goldsmith is reliant on miners for ores and gemstones. Goldsmiths can craft staves and scepters for thaumaturges and hora for pugilists. They can also make needles for weavers, accessories such as rings, earrings and bracelets for all classes and head gear such as circlets and spectacles for casters and crafters.


Leatherworker is a crafting or Disciples of the Hand 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 pugilists, lancers, rogues, and archers 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.


Weaver is a crafting or disciple of hand class that utilizes fabric and fiber to create cloth armor. Many of the materials needed can be gathered by botanists. 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.

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