Advanced Materia

Melding Materia Muchly

Advanced Application and Removal

Read the Basic Materia Guide for starter information.

Once you have obtained level 25 in a crafting profession, Mutanix the Goblin has more information to offer regarding advanced materia.  In order for him to teach you these secrets, you have to complete the Melding Materia Muchly quest.  This quest requires you to affix 8 pieces of gear while in Mutanix presence.

As a level 25 Armorer, I simply chose to make Initiates Skillets (a reasonably low resource recipe) and affix junk materia (resistance gear) to them.  You get the quest updates simply by affixing near Mutanix.

Note: Resistance gear isn’t junk, but at tier-1 with low level resistances, its pretty much junk.  Higher level resistance gear is likely to be quite valuable.  I am certain that end-game raiding will place a high premium on resistances.

Melding Materia Muchly

Mutanix does not take the materia infused items from you, he simply wants to see you do the processing.  You can, therefore, just do combines for gear you want to use in his presence and get the update.  I burned through trash, but could have used it on pieces I planned on keeping.  Either way, you complete the quest and unlock the advanced techniques.

MMM Mutanix

Upon completing the quest, Mutanix informs you that if you “uses secret joiny-skill, one fighty-tool bears many materia… maybe.”  Essentially, while melding is 100% successful, the secret joiny-skill has a gambling element and failure is possible.  Most importantly, “using secret joiny skill not for unstrong of bladder!”  Well, if Mutanix says so!

The help tool for Advanced Materia lets you know that a botched advanced meld will result in the loss of not only the catalyst, but also the materia.

Applying Advanced Materia

Advanced Materia is applied in the same manner as Basic Materia.  Find an item that is eligible for melding, right click on it and select meld to open the menu.  Choose an item that has its materia slots full and you begin the advanced melding process.

Advanced Materia 1

 

In the above image, I am attempting to apply a Dexterity Materia I to the Decorated Bronze Gauntlets I materia imbued in the Basic Materia guide.  Notice the reduced percentage chance?  Where I had 100% successes with the first two melds, each applied to a materia slot, the Advanced Materia application has only a 40% success rate.

As one would expect, I failed.  Failure didn’t hurt the previously slotted materia, but I did lose the materia and catalyst that I was attempting to apply.

On my third attempt, I managed to infuse a bonus Determination to the Gauntlets.   Notice, though, I didn’t receive any bonus?  That’s because I already have one Determination attached and the second attachment exceeded the maximum Determination that an Item Level 17 item can hold.  No worries, though, this is all experimentation at this point.

Advanced Materia 2

I can try a second affix.  Should it succeed, I will have four materia combined with the item.  The chance of success, though, drops precipitously.  I have only a 20% chance of applying this second advanced meld.

Advanced Materia 3

 

Materia Removal

It turns out that Mutanix can help you with Materia removal.  If you have applied something you don’t need, or if you have acquired a better materia you would like to use in an item already infused to maximum, you need Mutainix help.

Visiting Mutanix gives you the option for “small talk” and “materia removal.”  Let’s leave goblin small talk aside and focus on removal.  The removal menu looks a bit like the materia menu, you have a drop-down list of inventory locations (armory chest and equipped) along with a list of eligible items.

Let’s take that Decorated Bronze Gauntlet with the double determination and fix it  up a bit.   Selecting the item gives you the materia removal dialog and a fee (50gil for this removal).

Materia Removal

 

There’s good news and bad news.  The good news is the item was fully cleared of materia.  The bad news, 100% of the materia removed was lost in the process.  I don’t know, as of yet, whether it is 100% guaranteed that you lose materia or if there is a chance of recovery.  The important takeaway, though, is that you lose all slotted materia, making removal an undesirable process unless it is completely necessary.

Advanced Materia Thoughts

At this time, none of my dungeon gear is materia eligible.  Whether that continues to be the case as we progress to the end-game is unknown.  Materia is, for the moment at least, a crafted only system.  Quest gear is materia possible since it is simply crafted gear received from an NPC.

Advanced Materia really opens up the crafting system.  The ability to take HQ items and “overclock” them up several times over potentially places crafting gear in competition with green quality dungeon gear.  Additionally, over-slotted gathering and crafting gear is likely to be in high demand.

As for materia removal, that really seems to be a less useful option.  The loss of multiple materia seems a bit too costly, even if the gil cost itself is fairly cheap.

 

Eorzea Reborn FFXIV First 15: Culinarian

Your New Culinarian

A FFXIV First 15

What is a FFXIV First 15

Eorzea Reborn’s FFXIV First 15 builds are based on an idea we used in the Secret World, where our My First 60 builds are still quite popular.  These are guides for new players trying out new classes.  A FFXIV First 15 guide emphasize your early levels with the class, specifically focusing on getting you ready for your first dungeon runs.

Culinarian Overview

Culinarian are a Disciple’s of the Hand (DoH), and members of Eorzea’s crafting community.  A Culinarian focuses on making food crafting components, as well as clickable items with various short term stat bonuses.  The stat bonus food comes in multiple varieties, and can be used by adventuring classes, as well as crafting (DoH) and Harvesting (DoL).

You can not start the game as an Culinarian.  You must complete the level 10 class quest with your initial character before you are permitted to join other guilds.  Once you have done so, simply visit the Culinarian guild in Limsa Lominsa and talk to the guild registrar to begin cooking.  The Culinarian guild is located near the Atherite crystal in Limsa Lominsa for The Bismark (North side of the Upper Docks).

In order to reach Limsa Lominsa you must run to the boat in Vesper Bay in the nw corner of Western Thanalan outside Ul’dah.  If you are in Gridania you can run to Uldah.  Just take the route from Central Shroud to South Shroud to Eastern Thanalan.  Once you reach Eastern Thanalan, you can hit up the Chocobokeep at Camp Drybone for a quick trip to Ul’Dah.  (Do remember to tag Atherite Crystals along the way for future teleportation)  Once in Ul’Dah, head to Eastern Thanalan and make your way to Vesper Bay to catch the boat.

The only other way to reach Limsa Lominsa the first time is through the ferry.  The ferry departs Vesper Bay in Western Thanalan (near Ul’Dah).  However, at least for beta-3, the ferry runs are prohibitively expensive for new characters (in excess of 50,000 gil per trip).  While this cost should come down, players starting in cities other than Limsa Lominsa will need to wait until the level 15 city quest is complete before starting as a Culinarian .

Gathering Your Materials

Crafting in FFXIV is actually a pair of resource games.  The first resource game involves material gathering.  For a culinarian , you are going to need an extensive amount of crystals.   Your primary shards appear to be Fire Shards, with some needs for Water Shards.  Both of these shards can be gained by Mining.  (Since the culinarian guild is located in Limsa Lominsa which–if you didn’t start there–is barred to you until level 15, I highly recommend you grab mining fairly early and start building up a good stack of crystals while you work your way to Limsa Lominsa.

Other than your crystal needs, the majority of your materials will be gained by (1) Purchasing from an NPC, (2) Looted as drops from adventure kills, (3) harvested from botany.  (Note: For information on how many of each material you need to skill from 1-10, please look at the final section of this guide) This means you will be dependent on Botany as a cook.  However, most of your materials gained from Botany are also available from an NPC (or the player Market).  Because of this, if you don’t have time for two harvesting classes, I would recommend you do Mining for the shards, and then purchase your materials directly.  This is specifically true for the first few levels where the majority of your components are currently available fairly inexpensively from an NPC merchant in the culinarian guild. Additionally, you will sometimes need intermediate crafting items from other classes.  In your 6-10 crafting log, for example, you will need Beeswax–created by an Alchemist(10).  (NOTE: I recommend you get the Beeswax before starting to LL)

As mentioned previously, at least early on, you can collect your own crystals and easily skill up to level 15 crafting by just purchasing your materials directly from the NPCs of Market.  As you progress though your levels, however, you might find it more cost and time effective to purchase your crystals on the market.  This will primarily be a function of the market values of both crystals, as well as any needed materials, on your server.

Starting a Crafting Attempt

All recipes begin through the crafting log.  By default this is mapped to the “N” key.  It is also available via the menu buttons under the personal logs button.  When you are playing a crafter, the crafting log opens to your currently equipped crafting class.  You will then see a list of recipe levels and the recipes available in that level range.  Picking a single recipe shows you the materials needed for the chosen recipe as well as your stock of those materials.

The example above is for the carpenter recipe “ash lumber.”  While this is an culinarian’s guide, the recipe lists work the same for all crafting classes.  In the red rectangle, you can see that ash lumber is listed in the 6-10 level range.  The “Ash Lumber” recipe itself, in the green rectangle, has been chosen and has a light highlight applied to it.  The blue rectangle shows you the details for the ash lumber recipe.

The recipe has 40 durability, which governs the number of abilities you can use before failing the recipe.  The difficulty of the recipe is 20, which interacts with your craftsmanship (I believe) to influence the possible success rate of crafting progress.  Finally, the current quality is 0, this could be increased by using HQ Ash Logs.

The recipe itself requires 3 ash logs and 1 wind shard.  I currently have 77 normal quality (NQ) ash logs and 0 high quality (HQ) ash logs.  The recipe auto loads normal quality items, but you can choose to replace these with HQ items if you have them.  Once you have your materials loaded (remember it should auto-load what you need) simply hit Synthesize to begin the Crafting Process.

The Crafting Process

The second resource game for culinarians is the crafting process itself.  Each crafting procedure is a balancing act between three condition states.  These conditions are the durability of the item, the progress towards completion and the quality of this crafting process.  The crafter juggles these conditions through the application of crafting abilities and a crafting point (CP) resource pool.

Durability represents the number of times one can attempt crafting steps before depleting the resources and breaking the in-production item.  The durability of an item is a fixed starting amount based on the recipe itself.  Early on your recipes all have 30 durability, but by the time you are in your mid-teens you will be working on recipes with 70 durability.  In the example above, the Ash Log recipe has 40 durability and I have used up 10 of those durability points.  Virtually every step in the crafting process uses 10 durability, so this starting durability tells you roughly how many attempts you get before you will fail the crafting process.

Progress indicates how close you are to completing the current crafted recipe.  The amount of progress required to complete is unique to each recipe.  Early recipes might only take 10 progress to complete, in your mid-teens it will generally take 70 progress to complete recipes.  Progress is gained on successful application of certain crafting abilities, which in turn cost 10 durability (progress increases, durability decreases).  In the image above, I have successfully completed an ability action, resulting in a 16 of 20 on the progress meter (at a cost of 10 durability).  Progress attempts can also fail, costing you the 10 durability without resulting in any progress gains.

The amount of progress you gain is influenced by the crafting ability chosen and the amount of craftsmanship you currently have.  For instance, successful application of “basic syntehsis” above is a 100% efficient use of your craftsmanship.  Your craftsmanship is, in turn, influenced by your crafting gear and clothing.

Your chance to succeed is determined by the ability you choose (basic synthesis has a 90% success chance) to use and possibly by the difference between your craftsmanship and the recipe difficulty level.  It does seem that “easy recipes” (e.g. those well below your crafting level) have a lower failure rate than that listed on the ability tool-tip itself.

Quality provides an indicator of your likelihood of making a High Quality (HQ) item.  Increasing the quality condition raises your chance of performing a High Quality completion of the current recipe.  Quality is influenced, in part, by the materials chosen in the crafting recipe, HQ inputs give you a much higher base chance to make HQ goods.  In the example above, I have used HQ iron ore which starts the crafting process at 363/726 on the quality meter.  I have a 15% chance of making a HQ item before I even begin applying abilities!

Quality is also influenced by certain crafting abilities.  The successful application of these abilities raises quality while lowering durability (by 10) and also costing some of your Crafting Points (CP).  Quality attempts can also fail, costing you both durability and crafting points while resulting in no quality gain.  In the image above, the initial carpenter quality ability, “Basic Touch,” has a 100% efficiency using your Control with only a 70% success rate. (NOTE:  Basic Touch is also the first ability gained by the culinarian!)

The amount of quality you gain on a successful attempt is influenced by the crafting ability chosen and your control attribute.  Control is, in turn, influenced by your crafting gear and clothing.  Your chance to succeed is partially determined by the crafting ability you use.  Basic touch, for example has a 70% base success chance and provides 100% efficiency in using your control points.    The other part of the quality success is tied to the crystal state itself.  On your crafting table you see a crystal which vacillates between white, yellow and red states.  You have the best chance of succeeding on a quality improvement in the white state and the lowest chance of succeeding on a red state.

Class Abilities

  • Basic Synthesis (Progress)
  • Basic Touch (Quality)
  • Master Mend (restores Durability)
  • Steady Hand (increases success chance for 5-turns)
  • Inner Quiet (Buffs control as quality improves)
  • Observe (wait one round)
  • Level 15 Ability – Hasty Touch (Increases Quality, No CP Cost)
  • Standard Touch (better quality)

The list above is your full ability list through level 19 culinarian.  The majority of the skills for all crafting classes are the same.  The only ability at this point that will be different is the level 15 class ability.  Thus while the illustrations provided in the prior section were carpenter images, the ability names (Basic Synthesis and Basic Touch) are directly the same for culinarian.  Each class that I have worked through picks up these abilities at the same levels and they perform the same way for each class.  The level 15 ability is unique to each class, and is the ability that can be shared with other crafting classes under you additional actions tab.

Progress abilities enver cost CP, but they do use up 10 durability per application.  By your late teens, you have two abilities that influence your progress.  Basic Synthesis is your first ability and is your go-to ability for working recipes.  Later on you get Rapid Synthesis which gives you a much higher efficiency rating, but only a 50% success chance.  Rapid Synthesis is there to power through easy difficulty recipes.

Quality abilities always cost CP and they also cost 10 durability per application.  You pickup your first quality ability at level 5, Basic Touch which converts control into quality at a 100% efficiency with a 70% success chance.  Later on you receive Standard Touch which has a better efficiency with a lower success chance.

Durability declines by 10 with nearly every ability used.  There are two important exceptions to this for a mid-teens culinarian.  Early on you pickup Master Mend, rather than burning 10 durability, it restores 30 durability for a rather high CP cost.  Much later, you pickup Observe which allows you to “skip” a turn.  For a very small cost of CP, you can wait, letting your crystal state cycle without burning durability.

Finally, you have to self-buffs that are interesting to use.  Both of these abilities cost a moderate amount of CP and do not use up any Durability.  The first of these, Steady Hand, gives you a 20% better success rate for five straight rounds.  A bit later, you pickup Inner Quiet.  For a small CP payment, you can buff your Control stat on each successive improvement in quality.  Under this buff, quality improves control, which in turn improves your yield on future quality attempts.

Crafting Rotation

As you level up in your cooking, you may find that you have to process a large amount of materials (to create butter, or other material you no longer benefit xp from).  These times I am simply trying to maximize completion speed.  In this case, my crafting rotation is very simple.  Basic Synthesis x3, Master Meld, Repeat as needed.

For XP-grinding, you get slightly higher xp for the amount of quality in your synthesis, so work in a few Basic Touch moves.  On these attempts I use Basic Synthesis until I only need one more BS success to finish the recipe.  I then Master Meld and use Basic Touch until I run out of CP.  I then use BS to complete the recipe.  I do not recommend ever waiting until 10 durability to complete even the simplest BS attempts, it is very irritating to miss that final attempt and destroy the item.

To complete hard recipes, I make use of the Steady Hand buff and focus on Basic Synthesis.  Using this technique, you can complete recipes 5+ levels over your crafting level.  This is quite useful when completing high end guildleves.

I do not currently have a preferred rotation for HQ combines.  The xp-grinding rotation isn’t a bad one, particularly if you work in Inner Quiet at the start of your quality enhancement.

Leveling Your Culinarian

There are two basic paths you should follow in leveling your culinarian.

The first path involves finishing off your crafting log.  There is a bonus xp award on your first completion of a crafting recipe. You will, therefore, want to complete each recipe on a tab to maximize this benefit.

The second path for leveling involves guildleves.  Crafters do not have the quest progression that adventuring classes have, so you will need to stockpile leves to rapidly advance your crafter.  You also want to complete leves with HQ combines whenever possible.  An HQ leve turn-in provides a 200% bonus payment, that’s 3x the xp for a single leve.

For the culinarian, I prefer the leves provided in the Limsa Lominsa adventuring guild.  Take out any and all leves that can be turned in to Bango Zhango.  Bango Zhango is located in Limsa Lominsa at the main Atherite Crystal.  This means you can use the aethernet, to quickly turn in leves to Bango and then aethernet right back up to the aftcastle and take out some more leves.

You are also going to find culinarian quests from the culinarian guild leader at levels 5, 10 and 15.  Completing these quests provides gear upgrades and early tips for culinarians.

Material Needs

The majority of the material needed by a Culinarian in Levels 1-10 can be purchased directly from the NPC merchant in the Culinarian guild.  The most efficient way to level 1-10 is to purchase all the needed materials up front, and craft the number of each sub-component needed as you go.  This list is a work in progress, and will be double checked during the next beta phase, however you should purchase (Listed in order sold by the supplier):

  • Maple Sap 5 (3 for Maple Sugar, 2 for Syrup.  One syrup goes to the quest from your Guildmaster while the other is for the Jack’o'Lantern)
  • Rock Salt 4
  • Distilled Water 4
  • Beehive Chip 3
  • Rye 4
  • Minerial Water 5
  • Lowland Grapes 1
  • Chicken Egg 1
  • Buffalo Milk 3
  • Cinnamon 1
  • Aldgoat Milk 2
  • Sunset Wheat 9
  • Honey 0
  • Garlean Garlic 2
  • Marmot Meat 1
  • Wild Onion 2
  • La Noscean Orange 3
  • Chanterelle 2
  • Buffalo Beans 0
  • Kukuru Bean 2
  • Coerthas Carrot 1
  • Mutton Loin 1
  • Orge Pumpkin 1
  • Galago Mint 1
  • Cinderfoot Olive 0
  • Dodo Tenderloin 0
  • Ruby Tomato 0
  • Black Pepper 0
  • Mole Meat 0
  • Cieldalaes Spinach
  • Alpine Parsnip
  • Gelatin
  • Allagan Snail 1
  • Tree Toad 1
  • Pipira 1
  • Crimson Crayfish 1
  • Maiden Carp 0
  • Tiger Cod 0
  • Rainbow Trout 1
  • You will also need 1 Beeswax to finish your log.  Get one from an Alchemist or the market (if available).   Beeswax is a level 6 Alchemist ability, and should be fairly simple to acquire.

 

After you purchase this shopping list, you should craft one of each item in your crafting log, a few more than once.  Craft one of each, except for the following:

  • Table Salt x4
  • Maple Syrup x5 (2 remain Maple Syrup.  1 for the Guildmaster’s quest, and three for:
  • Maple Sap x3
  • Sweet Cream x3
  • Salted Butter x3
  • Sunset Wheat x2

 

Doing these combines, you will get very close to level 10.  If you are still in need of XP, I would suggest you do a guild leve or two before moving on to the 11-15 recipes.

Go to the Class Landing Page

Go to the Crafting Landing Page

Eorzea Reborn FFXIV First 15: Armorer

Your New Armorer

A FFXIV First 15

What is a FFXIV First 15

Eorzea Reborn’s FFXIV First 15 builds are based on an idea we used in the Secret World, where our My First 60 builds are still quite popular.  These are guides for new players trying out new classes.  A FFXIV First 15 guide emphasize your early levels with the class, specifically focusing on getting you ready for your first dungeon runs.

Armorer Overview

Armorers are a Disciple’s of the Hand (DoH), and members of Eorzea’s crafting community.  Armorers focus on making heavy armor of the plate and chain variety.  As such, their wares satisfy the needs of Gladiators, Lancers, and Marauders.  Armorers also make the primary crafting tools for several other crafting classes.  Armorers also make intermediate items such as metal plates, rivets, and metal ingots which are needed by several other crafting classes.  Additionally, armorers can repair any of the items they make and armorers are also needed to slot materia into any of the armors they make.

You can not start the game as an Armorer.  You must complete the level 10 class quest with your initial character before you are permitted to join other guilds.  Once you have done so, simply visit the armorer guild in Limsa Lominsa and talk to the guild registrar to begin armoring.  The blacksmith guild is located in the same workshop as the armorers guild, so you might choose to pickup both at the same time and see which suits you.

The Limsa Lominsa location presents a problem for quickly becoming an armorer.  Unless you are a Marauder or Arcanist (who start in LL), Limsa Lominsa can not be reached until you complete the level 15 city quest for your initial class.  Once that is done, you have cheap airship access between the three cities and teleport to the crystals in each town once you have tagged the crystal a first time.

The only other way to reach Limsa Lominsa the first time is through the ferry.  The ferry departs Vesper Bay in Western Thanalan (near Ul’Dah).  However, at least for beta-3, the ferry runs are prohibitively expensive for new characters (in excess of 50,000 gil per trip).  While this cost should come down, players starting in cities other than Limsa Lominsa will need to wait until the level 15 city quest is complete before starting as an armorer.

Gathering Your Materials

Crafting in FFXIV is actually a pair of resource games.  The first resource game involves material gathering.  For an armorer, you are going to need an extensive amount of ore and crystals.  The ore comes from the Disciple of the Land class Miner which starts in Ul’Dah.  Ice Shards appear to be the commonly used crystal for armorers and they are primarily found in low level botany nodes.  So, at least for the first few levels, armorers are heavily dependent on both harvesting classes.

Additionally, you will regularly need intermediate crafting items from other classes.  You will regularly need leather, lumber, cloth, and soft-metal ingots (copper and brass early on).  These are produced by the leatherworker, carpenter, tailor, and goldsmith classes respectively.

Early on, you can reasonably easily do all of this yourself.  You can get through 15th level without needing more than a half dozen levels of each of these other classes since you are mostly just processing the materials used in their first tiers of crafting.   However, by 15th level you will easily find that a self-sufficient armorer is going to take an inordinate amount of time.  You may find it easier to buy resources using the trading post feature found in each of the starting cities.

Starting a Crafting Attempt

All recipes begin through the crafting log.  By default this is mapped to the “N” key.  It is also available via the menu buttons under the personal logs button.  When you are playing a crafter, the crafting log opens to your currently equipped crafting class.  You will then see a list of recipe levels and the recipes available in that level range.  Picking a single recipe shows you the materials needed for the chosen recipe as well as your stock of those materials.

Crafting Starting a Recipe

The example above is for the carpenter recipe “ash lumber.”  While this is an armorer’s guide, the recipe lists work the same for all crafting classes.  In the red rectangle, you can see that ash lumber is listed in the 6-10 level range.  The “Ash Lumber” recipe itself, in the green rectangle, has been chosen and has a light highlight applied to it.  The blue rectangle shows you the details for the ash lumber recipe.

The recipe has 40 durability, which governs the number of abilities you can use before failing the recipe.  The difficulty of the recipe is 20, which interacts with your craftsmanship (I believe) to influence the possible success rate of crafting progress.  Finally, the current quality is 0, this could be increased by using HQ Ash Logs.

The recipe itself requires 3 ash logs and 1 wind shard.  I currently have 77 normal quality (NQ) ash logs and 0 high quality (HQ) ash logs.  The recipe auto loads normal quality items, but you can choose to replace these with HQ items if you have them.  Once you have your materials loaded (remember it should auto-load what you need) simply hit Synthesize to begin the Crafting Process.

The Crafting Process

The second resource game for armorers is the crafting process itself.  Each crafting procedure is a balancing act between three condition states.  These conditions are the durability of the item, the progress towards completion and the quality of this crafting process.  The crafter juggles these conditions through the application of crafting abilities and a crafting point (CP) resource pool.

Durability represents the number of times one can attempt crafting steps before depleting the resources and breaking the in-production item.  The durability of an item is a fixed starting amount based on the recipe itself.  Early on your recipes all have 30 durability, but by the time you are in your mid-teens you will be working on recipes with 70 durability.  In the example above, the Ash Log recipe has 40 durability and I have used up 10 of those durability points.  Virtually every step in the crafting process uses 10 durability, so this starting durability tells you roughly how many attempts you get before you will fail the crafting process.

Progress indicates how close you are to completing the current crafted recipe.  The amount of progress required to complete is unique to each recipe.  Early recipes might only take 10 progress to complete, in your mid-teens it will generally take 70 progress to complete recipes.  Progress is gained on successful application of certain crafting abilities, which in turn cost 10 durability (progress increases, durability decreases).  In the image above, I have successfully completed an ability action, resulting in a 16 of 20 on the progress meter (at a cost of 10 durability).  Progress attempts can also fail, costing you the 10 durability without resulting in any progress gains.

Crating Progress Ability

The amount of progress you gain is influenced by the crafting ability chosen and the amount of craftsmanship you currently have.  For instance, successful application of “basic syntehsis” above is a 100% efficient use of your craftsmanship.  Your craftsmanship is, in turn, influenced by your crafting gear and clothing.

Your chance to succeed is determined by the ability you choose (basic synthesis has a 90% success chance) to use and possibly by the difference between your craftsmanship and the recipe difficulty level.  It does seem that “easy recipes” (e.g. those well below your crafting level) have a lower failure rate than that listed on the ability tool-tip itself.

Crafting Quality Status

Quality provides an indicator of your likelihood of making a High Quality (HQ) item.  Increasing the quality condition raises your chance of performing a High Quality completion of the current recipe.  Quality is influenced, in part, by the materials chosen in the crafting recipe, HQ inputs give you a much higher base chance to make HQ goods.  In the example above, I have used HQ iron ore which starts the crafting process at 363/726 on the quality meter.  I have a 15% chance of making a HQ item before I even begin applying abilities!

Crafting Quality Ability

Quality is also influenced by certain crafting abilities.  The successful application of these abilities raises quality while lowering durability (by 10) and also costing some of your Crafting Points (CP).  Quality attempts can also fail, costing you both durability and crafting points while resulting in no quality gain.  In the image above, the initial carpenter quality ability, “Basic Touch,” has a 100% efficiency using your Control with only a 70% success rate.

Crafting Crystal State

The amount of quality you gain on a successful attempt is influenced by the crafting ability chosen and your control attribute.  Control is, in turn, influenced by your crafting gear and clothing.  Your chance to succeed is partially determined by the crafting ability you use.  Basic touch, for example has a 70% base success chance and provides 100% efficiency in using your control points.    The other part of the quality success is tied to the crystal state itself.  On your crafting table you see a crystal which vacillates between white, yellow and red states.  You have the best chance of succeeding on a quality improvement in the white state and the lowest chance of succeeding on a red state.

Class Abilities

  • Basic Synthesis (Progress)
  • Basic Touch (Quality)
  • Master Mend (restores Durability)
  • Steady Hand (increases success chance for 5-turns)
  • Inner Quiet (Buffs control as quality improves)
  • Observe (wait one round)
  • Rapid Synthesis (high progress, low success rate)
  • Standard Touch (better quality)

The list above is your full ability list through level 19 armorer.  You should note that most crafting classes use the same list of abilities.  Thus while the illustrations provided in the prior section were carpenter images, the ability names (Basic Synthesis and Basic Touch) are directly the same for armorer.  Each class that I have worked through picks up these abilities at the same levels and they perform the same way for each class.

Your level 15 ability, Rapid Synthesis (250% efficiency, 50% success rate) can be mapped over to other crafting classes.

Progress abilities enver cost CP, but they do use up 10 durability per application.  By your late teens, you have two abilities that influence your progress.  Basic Synthesis is your first ability and is your go-to ability for working recipes.  Later on you get Rapid Synthesis which gives you a much higher efficiency rating, but only a 50% success chance.  Rapid Synthesis is there to power through easy difficulty recipes.

Quality abilities always cost CP and they also cost 10 durability per application.  You pickup your first quality ability at level 5, Basic Touch which converts control into quality at a 100% efficiency with a 70% success chance.  Later on you receive Standard Touch which has a better efficiency with a lower success chance.

Durability declines by 10 with nearly every ability used.  There are two important exceptions to this for a mid-teens armorer.  Early on you pickup Master Mend, rather than burning 10 durability, it restores 30 durability for a rather high CP cost.  Much later, you pickup Observe which allows you to “skip” a turn.  For a very small cost of CP, you can wait, letting your crystal state cycle without burning durability.

Finally, you have to self-buffs that are interesting to use.  Both of these abilities cost a moderate amount of CP and do not use up any Durability.  The first of these, Steady Hand, gives you a 20% better success rate for five straight rounds.  A bit later, you pickup Inner Quiet.  For a small CP payment, you can buff your Control stat on each successive improvement in quality.  Under this buff, quality improves control, which in turn improves your yield on future quality attempts.

Crafting Rotation

For Ore processing, most of the time I am simply trying to maximize completion speed.  In this case, my crafting rotation is very simple.  Basic Synthesis x3, Master Meld, Repeat as needed.

For XP-grinding, you get slightly higher xp for the amount of quality in your synthesis, so work in a few Basic Touch moves.  On these attempts I use Basic Synthesis until I only need one more BS success to finish the recipe.  I then Master Meld and use Basic Touch until I run out of CP.  I then use BS to complete the recipe.  I do not recommend ever waiting until 10 durability to complete even the simplest BS attempts, it is very irritating to miss that final attempt and destroy the item.

To complete hard recipes, I make use of the Steady Hand buff and focus on Basic Synthesis.  Using this technique, you can complete recipes 5+ levels over your crafting level.  This is quite useful when completing high end guildleves.

I do not currently have a preferred rotation for HQ combines.  The xp-grinding rotation isn’t a bad one, particularly if you work in Inner Quiet at the start of your quality enhancement.

Leveling Your Armorer

There are three basic paths you should follow in leveling your armorer.  The first involves xp gained from grinding through raw materials.  You need to produce a lot of ingots for crafting.  Early on this is Bronze (2 copper ore, 1 tin ore and 1 ice shard).  By your mid-teens, though, you will also be working with Iron Ingots (3 iron ore and 1 ice shard).  Knocking out stacks of these ingots provides xp while fueling the way for your second leveling path.

The second path involves finishing off your crafting log.  There is a bonus xp award on your first completion of a crafting recipe. You will, therefore, want to complete each recipe on a tab to maximize this benefit.

The third path for leveling involves guildleves.  Crafters do not have the quest progression that adventuring classes have, so you will need to stockpile leves to rapidly advance your crafter.  You also want to complete leves with HQ combines whenever possible.  An HQ leve turn-in provides a 200% bonus payment, that’s 3x the xp for a single leve.

For the armorer, I prefer the leves provided in the Limsa Lominsa adventuring guild.  Take out any and all leves that can be turned in to Bango Zhango.  Bango Zhango is located in Limsa Lominsa at the main Atherite Crystal.  This means you can use the aethernet, to quickly turn in leves to Bango and then aethernet right back up to the aftcastle and take out some more leves.

You are also going to find armorer quests from the armoring guild leader at levels 5, 10 and 15.  Completing these quests provides gear upgrades and early tips for armorers.  In particular, the guild master will tell you some of the classes you rely on for materials and those for whom you can sell to.  This is a nice introduction to the merchanting aspect of the armorer.

 Go to the Class Landing Page
Go to the Crafting Landing Page

A FFXIV:ARR Materia Overview

Living in the Materia World

Item Enhancement in FFXIV:ARR

This guide is an overview of the Materia process. (If you have already read this, go to our advanced materia guide) Materia is a game system which ultimately produces customized, enhanced gear.  This is a very intricate system, integrating elements of adventuring, gathering and crafting.  Each aspect of the materia system becomes available when you have a class of the appropriate Disciplines reach level 19.  Materia can be produced by others and traded, though, so you don’t have to be able to do everything to be involved in Materia!

In the northern portions of Central Thanalan is a bonfire (near Black Brush).  At that bonfire is a Goblin, Mutamix Bubblypots.  Mutamix holds an important secret.  A secret he’ll only reveal to players following the central storyline.  Fortunately, though, Mutamix has a bunch of associates who will spill the beans to any level 19 who happens by!

The Materia system is part of the customization process of the game.  It is also part of the item sink element of the game.  In the process of performing a materia enhancement, other items permanently leave the game economy.  It is also part of an interdependent system, it is unlikely that most people will have classes of all three spheres to make/install materia, so people are likely to need to rely on each other to finish up their materia needs.

Mutamix

What is this Spiritbond thing?

It is quite likely that, over the course of your gameplay, you have seen one or more chat messages telling you that your gear is now spiritbonded with you.  You can see a gear’s state of spiritbond by hovering over the item and looking at the bottom of the detail window.  As you can see in the image below, my Hempen Doublet Vest of Gathering is only 2% bonded to me at the moment.  When an item reaches 100% spiritbond, it is eligible for conversion.

Spiritbond

You can only convert an item once you, yourself, hit level 19 and talk to the NPC’s at Mutamix’s camp.  Be warned, conversion is permanant and it destroys the spiritbonded item.  In it’s place you receive a random piece of materia.  You convert a fully spiritbonded item by right clicking on the item and choosing “Convert” from the drop-down menu.

Materia is a crafting component used to enhance other pieces of gear.  Materia provides benefits to all three spheres of gameplay (adventuring, crafting, and gathering) and the materia gained is typically affiliated with the type of gear converted.

Materia

In the image above, I have two Savage Might Materia pieces.  Each one can be applied to a piece of equipment, and each one will add +1 Determination to that piece of equipment.  I have seen materia for critical chance, accuray, parry, gathering, control and a wide variety of other materia item enhances.  This particular piece of materia can be affixed to an item of level 15 or great item-level and it requires a Grade 1 Carbonized Matter to affix.

Any type of adventuring creates spiritbond with the gear currently equipped.  Disciples of War and Discipes of Magic gain spiritbond with the gear they have equipped while fighting creatures.  Disciples of the Land gain spiritbond while harvesting.  Disciples of the Hand gain spiritbond while crafting.

Carbonized Matter – The Harvesting Component

On the materia item in the above image, we observed the need for a catalyst.  Specifically, a Grade 1 Carbonized Matter.  This is where the Disciples of the Land enter the mix as Botanists and Miners are the only two classes that can find the Carbonized Matter.  Kokosamu, at Mutamix’s camp provides instruction on finding catalysts.

Grade 1 Carbonized Matter can only be found on specific Tier-4 (level 20) harvesting nodes.  For Miner’s these are found in Middle La Noscea right near the Western La Noscea zoneline lies.  There, you will find secondary node types (requiring use of your hammer).  These nodes contain Grade 3 Dark Matter, Fire Shards, and Grade 1 Carbonized Material.  I believe, but can not currently confirm that Botanists will find their nodes just north of Aleport in Western La Noscea.

The Carbonized Material is a level 20 harvest.  You can not access this tier of node until you are a level 16 miner (or botanist at the respective location).  It is, though, fairly difficult to “discover” the carbonized material at this level.  I strongly recommend high gathering, use of a mining food like Apple Tarts, and use of the Sharp Vision III ability (+50% success chance for 300 gathering points) until you succeed at “discovering” the item.

Crystalized Matter Nodes

Once discovered it is reasonably easy to harvest.  Harvest quite a few, as you will consume one carbonized matter on each materia combine.  There appears to be a relationship between the level of Carbonized Material and Dark Matter itself, we can expect to find higher tiers of Carbonized Matter as we progress through higher tiers of Dark Matter.

Affixing the Item: I Need a Crafter

To finish the materia process you need four equally important things:

  1. A piece of gear that can use materia
  2. A type of materia that you want to use
  3. A piece of Carbonized Matter
  4. A crafter of appropriate class and level

Once you have these four things, you are on your way.

Gear that can hold materia is found from item level 15 and up.  You can tell a piece of gear is materia eligible if it has green circles under the “materia” heading of the detailed item tooltip (hover over the item).  In the item below, you can see that this Bronze Cuirass has two materia slots open for materia.

Materia Slots

It takes a crafter of the appropriate class to affix materia.  For this cuirass, it would take an armorer of around level 19 to affix materia to it.  The crafter begins the materia process by right clicking on the item and choosing “meld” from the drop down menu.

Starting Materia Process

Choosing “Meld” brings you to the Materia Melding interface.  This interface places eligible materia items on the left panel and eligible materia on the right panel.  Choose an eligible item (dropdown list checks all of  your armory tabs if needed) and a piece of materia.  The popup resulting from this will tell you the type of crafter needed for the combine.  In the example below, my armorer can easily affix this “Heaven’s Eye Materia I” to a “Pair of Decorated Bronze Mitt Gauntlets.”

Materia affix process

Choosing “Meld” from this popup begins the materia affixation process.  Once complete, one of the (formerly) empty green circles will be filled in with the materia stone used.  These gauntlets now have a permanent +2 accuracy applied to them.  It appears that affixing materia is permanent, once you place it, it is there forever.

The crafter does not appear to have a choice as to which slot is written to.  Thus, it may not be possible to overwrite materia if you come across something better.  I have attempted to try an overwrite and was met with a ‘can’t proceed, no available slots’ type message.  See Shea’s comments in the next section regarding removing/replacing Materia.

Final Thoughts on Materia

If it turns out that there is no way to unslot, or overwrite, materia it will complicate end-game materia gearing.  For leveling gear this isn’t terribly important since you will blow through gear fairly quickly.  Just put the best you can into the best you have and go forwards.

Shea, in comments below, addresses this concern!

A good guide, but yes you can remove materia. It is mentioned in the original learning about materia and they mention to come back at level 25 to learn it, I believe. Also there is a relationship to a cap on stats an item can have to its item level. So if you have a +3 acc and a +3 crit materia with a piece of gear that has +acc already you might want to put the +3 crit on it vice the +3 acc. Since you might only get +1 or 2 out of the +3 acc materia, but if you had a similiar piece of gear with a higher item level you might be able to get the full +3 acc.

Additionally there is the question of gear quality and materia.  At present, only crafted gear can have materia affixed.  This includes most quest gear as it’s just the same as the crafted counterpart.  However dungeon drop gear of both pink and green quality does not have materia affix slots.  Dungeon gear does, though, soulbind and produces some very good materia.

Added: 30-Jun (Advanced Materia)

I’m doing some skimming on how advanced materia worked in FFXIV 1.0 and looking at how the lodestone describes materia today.  If things go the way I suspect they will, materia will have a huge role in the end-game.

Once you hit level 25, continue on to our Advanced Materia guide.

 

Botany in FFXIV:ARR

Botany in FFXIV:ARR

An Eorzea Reborn Guide to Logging

Note: This guide is in progress.  The advice portions are pretty much done through the low-teens.  However, I haven’t put together all of the item listings I need.  Those will be added as I get a chance to work through screenshots and logs.  Check back on this guide for updates!

Botany is one of the gathering classes, grouped together as Disciples of the Land.  The class guild is based out of Gridania.  Botanists gather the primary resource (wood) for Carpenters.  Additionally, wood is a frequent secondary component in recipes for Leatherworkers, Armorers and Blacksmiths.  Additionally, secondary nodes for botanists generate primary material used in Tailoring.  Finally, as with mining, botany produces a number of secondary materials for all crafting classes

Becoming a Botanist

You can not become a Botanist until your initial character class has reached 10th level and you have fully completed the level 10 quest for that class.  Upon completing the 10th level class quest, your initial guild leader will let you know that you can pursue other classes.

Players interested in botany should navigate their way to Gridania.  For those starting in Gridania, this is nothing more than finding the botany guild, for which your initial city side-quests should have unlocked the atherite crystal.

Citizens of Ul’Dah can run to Gridania fairly easily.  Just take the route from Central Thanalan to Eastern Thanalan to South Shroud.  Once in South Shroud, the Atherite node at the first quest hub you come across provides you with quick access to Gridania.  Once there, you can hit up the Chocobokeep and porter your way to Gridania.  Do remember to tag Atherite Crystals along the way for future teleportation!

As of the early stages of Beta-3, characters starting in Limsa Lominsa have a tougher go of it.  The Ferry from Limsa to Ul’dah is currently either broken or prohibitively expensive.  Until that is fixed, Limsa players need to finish their level 15 city quest to gain access to airship.  Once that is obtained, getting to Gridania is cheap.

Upon arriving at the botany guild, talk to the guild registrar.  This person provides a brief overview of the class and offers the botany unlock quest.  This quest will not be visible when you first enter the botany guild, you must talk to the registar first.  Once you have the quest you will be directed to the guildmaster.  She offers you a weathered hatchet which begins your botany career.

Gear for Botanists

Upon equipping your hatchet you automatically shift classes to botany.  If you haven’t yet learned about the armory system and gear loadouts, now is the time to learn it.  Your armory inventory (accessible from the primary menu bar).  It has tabs for every inventory slot and your quest reward gear automatically loads into these tabs.  Take a moment to go through your gear to see if you have anything suitable for a botanist (probably not at this point, but it’s worth checking).

As with all Disciples of the Land, Botany has two gear attributes of importance.  You want gear with Gathering as it enhances your skill with basic harvesting.  Additionally, you want gear with Perception as this increases your chance to notice and harvest rare materials.  All other item stats are relatively unimportant for Disciples of the Land.  You won’t want to be getting into fights, so Defense and Magic Defense are fairly unimportant.  You have no offensive capability, so STR, VIT, DEX and the other combat oriented stats similarly do not matter.

Most likely you will need to acquire a few pieces of gathering gear, either by crafting it yourself as a Leatherworker or Tailor, or through purchase at the trading post (auction house).  Frankly, you can make it through your first few levels as a botanist in your smallclothes, but it does go faster if you pickup a few gathering pieces.  Some recommended low level pieces include:

 

NOTE: starter gear forthcoming

 

Once you have your botany gear on, it’s a good time to save your gear loadout.  Open your character panel using either the menubar buttons or it’s hotkey (default is “C”).  Right above your paper doll is a gear management button.  Clicking it opens your saved gear sets.  Choose the + button and save your new botany set.

From now on, you can swap over to botany simply by opening your gear manager, choosing your botany set and clicking equip.  You can also easily update your gear saves by right clicking on the Botany set and choosing reassign.  Remember to do this every time you get new Botany gear!

Botany 101: Looking for Logs (in all the wrong places)

As a botanist, you want your triangulate ability up all the time.  Typically this is automatically on and should be visible on your “buff bar,” the part of the UI that shows all effects on your character.  As long as this is up, your map and mini-map will update with botany nodes as you get close to them.  You will also now see botany nodes as glowing particle effects on trees.

If you don’t see a node nearby and nothing is visible on your map, it’s time to try out a botany ability.  You have a call ability and the initial one you get will give you a direction and distance for the nearest node you can hit.  If this isn’t helping, a bit later in the guide we provide locations for the Level 5, Level 10 and Level 15 botany nodes!

Walk up to a node, right click on it (or otherwise interact with it from a controller UI).  This brings up the harvesting interface.  You will see a list of eligible harvests, their levels, and percentages.  Percentages indicate your chance to successfully obtain that item on a harvest.  Click on a high percentage item (most likely a crystal shard) and you have made your first botany attempt.

You get six attempts to harvest each node, at which time it disappears and you need to move on.  You get xp and items for successful harvests and nothing for failed attempts.  Consecutive successful attempts grant xp-chain bonuses.  You want to get in the habit of working a few high percentage attempts in a row to get xp-chains rolling.

Every botanist shares nodes and your attempts at logging have no affect on others.  Feel free to run up to a node others are working and be courteous when others come up to use nodes you are working.

Nodes are listed in 5-level increments.  At level 1 you can only find and harvest from level 5 nodes.  At level 6 you can harvest the new level 10 nodes as well as the prior level 5 nodes.  At level 11 you will be able to access level 15 nodes as well as prior nodes.  At level 15 and on you will actually find two-types of botany nodes.  The standard tree resources you have been using with your hatchet still remain.  However, you will also find nodes that require the botanist’s secondary tool, the scythe.  These secondary nodes provide entirely different types of resources, apparently for tailors and alchemists.

Botany in Central Shroud

Central Shroud has Resource Nodes at the 5 and 10 levels of difficulty.  They should also have primary and secondary level 15 nodes, but I have yet to look for them.  This guide will be updated as soon as I know of their existence and location.

Central Shroud Botany

Level 5 Nodes are located just outside the Blue Badger Gate .  There are a good 4-6 nodes available in a cluster here, lending itself to a nice rotation of harvesting.  These nodes contain:

  • Ice Shard
  • Wind Shard
  • Maple Log
  • Maple Branch
  • Latex
  • Allagan Snail

Level 10 Nodes are actually quite close-by.  You will find them just off of Bentbranch near the river.  The area surrounding Gilbert’s Spire and the Gabineaux Bower contain a number of nodes.  Level 10 nodes provide:

  • Wind Shard
  • Ash Log
  • Ash Branch
  • Crow Feather
  • Tinolqa Mistletoe

Level 15 Nodes are located North of Bentbranch Meadows.  You can find both the tree nodes (requiring hatchet) and the shrub nodes (requiring scythe) fairly close together north of the Aetherite Crytal.

Tier 3 Botany

Level 15 Trees

  • Wind Shard
  • Elm Log
  • Gridanian Chestnut

Level 15 Shrubs

  • Wind Shard
  • Buffalo Beans
  • Marjoram
  • Tree Toads

Botany in North Shroud

The North Shroud  has Resource Nodes at the 5 and 10 levels of difficulty.  Interestingly, it has two different patches of level 5 nodes with slightly different yields from each.

North Shroud Botany

There are a set of Level 5 nodes just outside the Yellow Serpent’s Gate.  There are a set of about four node locations right near the gate, making for fast botany leveling.  These nodes include:

  • Earth Shard
  • Maple Log
  • Maple Branch
  • Latex

Near the Treespeak Stables you will find another set of Level 5 Nodes.  Interestingly, these do not have the same harvesting table as the Yellow Serpent Gate spawn locations.  For now, this is an exception in harvesting (both having two fields and having each with different yields), but it may become more common as we move closer to release.

  • Earth Shard
  • Maple Sap
  • Cinnamon
  • Beehive Chip
  • Grade 1 Dark Matter

You will find a set of Level 10 nodes near the E’tatt Spire.  This area is amongst a set of opo-opo’s and is prone to occasional FATE events.  Yields from these nodes include:

  • Earth Shard
  • Ash Log
  • Ash Branch
  • Tinolqa Mistletoe
  • Grade 2 Dark Matter

Skills and Abilities

This section will receive more attention in updates.  For now, there are three ability classes that are worth commenting on.

Harvesting Abilities

The first is your call ability, circled in blue on the above image.  The lower level version of this (#2) ability gives you a direction and distance for the nearest node you are eligible to harvest.  The higher level ability (#5) gives you the direction and distance to the highest level node you are eligible to harvest.  Each have a fairly wide search radius and are intended to help you in exploring new zones.  I would expect Beta-4 and the live game to add whole new node areas and there are higher level areas we haven’t covered in this guide, so these abilities will get lots of use.

The second set of abilities you receive, circled in green, influence your success rate.  Using these abilities costs gathering points (50, 100 and 300 through the first three levels).  They increase your harvesting chances by 5, 15 and 50 points respectively.  This bonus applies to every harvest on a given node, so you want to use this ability right after you open up a node.  These abilities are particularly useful when you first find a node as you have to “discover” each line of the node.  The “undiscovered” items will have a base find rate of about 25%, so these bonuses come in handy.

The third ability we will address initially is stealth.  You receive stealth reasonably early on, about the time you will be trying to harvest level 15 nodes.  Stealth does exactly what you would think, it makes it very hard (but not impossible) for enemies to see you.  You move incredibly slowly in stealth, so use it sparingly.  Additionally, high level and perhaps special mobs can see through stealth.  My lowly level 12 Miner was easily spotted by a level 42 in Eastern Thanalan.  For moments where stealth fails, I highly recommend the sprint ability!

Leves and Harvesters

Much of this is speculation right now since we don’t really know how economies will play out on the live servers.  Given the apparent importance of crafting in FFXIV, mining and botanists (the gathering classes available at the time of writing this guide) stand to be wealthy people in the Final Fantasy worlds.

The shards found on nodes are used by every crafting class.  Making any final good requires a shard as well as several sub-combines, each of which use a shard.  So, crafters chew through crystal shards very fast.  Additionally of interest to botanists, it takes three logs to make a piece of lumber and every carpentry recipe burns through multiple pieces of lumber.  There should be ample demand for your wood.

Taken together, this suggests that you should do most of your leveling acquiring wood, shards and the various components found on standard nodes.  This implies that levequests are generally not worthy of your time.

Levequests are important fillers in your harvesting runs.  In particular, in the level before you can open up a new tier of nodes, leveling can feel very slow.  I find that using leve’s to power through this level (level 5, 10 and 15) can make the harvesting experience a bit more rewarding.

You also have class quests every five levels.  I strongly recommend completing these.  These quests give access to new harvesting gear (usable by all gathering classes), sometimes point you to new locations for harvesting, and provide tutelage in the use of several of your botany abilities.

Color Your World: the Dye Quest in FFXIV:ARR

Color Your World

Unlocking Dye Ability

AKA: Where is the Orange Juice?

Running around Ul’Dah and Thanalan you may have witnessed dozens of people inquiring about orange juice.  No, the denizens of Thanalan aren’t all vitamin-C freaks, they are actually trying to unlock their ability to dye armor.  This guide walks you through the process of completing “Color Your World” and provides an overview of dye in FFXIV: A Realm Reborn.

Starting Color Your World

This quest is listed as a level 15 quest and is given out by Swyrgeim (phoenetically pronounced “Bob”) at Vesper Bay in Western Thanalan.  Vesper Bay is where you find the ferry to get from Thanalan to Limsa Lominsa and Syrgeim appears to be sitting waiting on the ferry.

Dye Quest

Swyrgeim lets you know that she’s patently offended by your choices of colors and offers to teach you how to color gear.  In addition to being offended by your fashion sense, Swyrgeim is also quite thirsty.  Bring her some orange juice and she’ll teach you all about coloring your armor.

While I believe that Culinarians can make orange juice and botanists can harvest oranges, you can quickly pickup orange juice from the Coffer and Coffin in Central Thanalan.  Travel to camp Black Brush.  The Alehouse Wench there sells orange juice for a couple of gil.

Coffer and Coffin

Bring the orange juice to Swyrgeim or bring it with you on your initial visit to save time.   Once you have completed the quest, Swyrgeim unlocks your Dye ability and gives you three colerant packs to practice with.

Dye 1

Using the Dye Ability

The Dye ability will be located in your actions and traits general menu (hit P, choose General, drag Dye to a hotbar).  This brings up the dye interface.  In Item Dying, you get a listing of all gear pieces eligible for dye and a color palette of all possible dye.  The actual colors you have access to will not have a red-x over them.  Choose the item you wish to color and click the dye button.  It’s pretty easy.

Dye 4

I am not sure who to credit for ownership, but over at imgur there is a nice compilation of the different colors available as of beta-3.

You can acquire new dye from vendors in the merchant strip as well as from crafters.  I would imagine, as the game progresses, most of the rarer colors will come from crafters (alchemists I believe) and will be accessible via the auction house (trade post) interface in town.

It appears that crafted items and “pink” quality dungeon gear can be colored, but “green” quality dungeon gear can not.  Quest gear in FFXIV:ARR is typically crafted gear anyway, so it should be eligible for coloration.

Clarifications

This guide has seen a lot of traffic and generated a number of questions here, on Reddit, and at the Lodestone.  I want to address some of the broader questions as bullets here.

1.  At this point, pink dungeon armor can be dyed but green dungeon armor can not.  It remains to be seen if this is by design or just a beta element.

2.  Dye colerant is consumed on each use.  To dye three items you need three stacks of colerant.

3.  At the moment items can receive only a single shade of dye.  There are no items, that I have seen, that allow 2-panel or 3-panel dye on a single item.  Given the way the UI works, it is unlikely that items have more than one dye-panel.