Crafting and Gathering Dependency in Final Fantasy XIV: A Realm Reborn

Profession Dependency

Crafting and Gathering in FFXIV

The crafting and gathering game for FFXIV appears to be a deep, intertwined economic system with built in dependencies.   Dependency simply means that one profession relies heavily upon another profession.  In other words, one of the professions provides access to a good that is needed by one of the other professions.  An example of this is the mining profession’s ability to generate ore and the subsequent blacksmith, armorer and goldsmith need for ore to produce ingots, rivets and other ore-based materials.

In this system, the three gathering professions provide raw materials to the eight crafting professions.   In practice, though, there are four sources of raw materials in FFXIV.  Three of these are associated with Disciples of the Land professions (botany, fishing, and mining) while the final source comes from creatures (animal hides, meat, etc.).  Some of these materials are used in early stage synthesis recipes to produce intermediate resources like lumber and ingots.  Other raw materials, such as crow’s feathers, are used as components in recipes that create final products that are in turn equipped and used by adventuring classes or crafting/gathering professions.

Similarly several crafting professions produce an intermediate good.  This intermediate good becomes an input in final product recipes.  Typically these intermediate goods are needed by the profession that made them, but frequently other professions rely on that intermediate good as well.  For example, a number of armorer recipes require a mix of iron ingots and brass ingots.  While the armorer can make his or her own iron ingots, he or she would need to find (or become) a goodsmith to fulfill the brass ingot need.

Crafting Depenency in FFXIV:ARR

General Thoughts on Dependency

Every crafter needs a specific array of shards, crystals and clusters.  While this creates a dependency on a specific gatherer in the initial levels, in practice both the miner and botanist can eventually produce each type of shard, crystal, or cluster.   Because of this, we don’t track crystal dependency on the infographic.

Virtually every crafting profession uses raw materials from each of the four gathering sources.  To be truly self sufficient, you would need to have every crafting and gathering profession at maximum level and you would also need an inordinate amount of free time.  In the long run, this may be feasible, but at game’s launch it is highly unlikely that a player can maintain a reasonable pace of advancement with all professions.

However, each crafting profession also has a heavy requirement for specific inputs and those inputs are typically from a narrower range of professions.  As an example, while Blacksmiths use pieces from monsters and botany on occasion, the Blacksmith is heavily reliant on ore from mining.  As we look at dependency we are focusing primarily on the more frequent sources of dependency.

We are looking at heavy dependency when a crafter has a number of recipes relying on parts from a single source.  If a crafter has an occasional (one or two recipes in a five level band) from a source we are not tracking the dependence.  Depending on your crafting intent, some of these lesser needs turn out to be quite important to your daily efforts

We are also primarily looking at dependence in the first 20-levels of the game.  In practice dependency changes over time.  For instance, a leatherworker relies heavily on monsters (skins) early on.  However, around their third tier of crafting, the leatherworker also needs Alumen to process skins into hide.  Mining, thus, becomes important later on even though it is a relatively low priority early on.

Goldsmithing and Culinarian are reasonably independent of the other crafting professions.  While there are some recipes which require an intermediate crafted item, most of the goldsmith and culinarian recipes simply require raw materials from a gathering source.  However, the cost of this independence is a reliance on a much broader range of raw materials.  The goldsmith and the culinarian will each have a fairly cluttered retainer inventory.

Alchemist is also largely independent of other crafting professions, however in the process of creating arcanist textbooks the alchemist becomes dependent on the weaver profession along with either the carpenter or leatherworker (depending on the type of book).

Armorers and Blacksmiths can each produce hard metal (bronze, iron, steel) ingots and rivets.  Because of this, professions who depend on those intermediate combines can look for supply from either Armorers or Blacksmiths.

Dependency is also greatly heightened by the crafter and gathering need for gear.  While we do not address this dependence in the infographic, it is worth commenting on.  The tools of the trade as well as the crafting gear itself comes from a number of different professions.  The tools of the trade become very important by your mid-20’s, seeking out HQ gear/tools and then properly managing your materia allocation becomes a significant part of your crafting and gathering activity.

Gathering Tools of the Trade (provided by)

  • Botanist (Blacksmith)
  • Fisher (Carpenter, Blacksmith*)
  • Miner (Blacksmith)

 Crafting Tools of the Trade (Provided by)

  • Alchemist (Armorer, Blacksmith)
  • Armorer (Blacksmith)
  • Blacksmith (Blacksmith)
  • Carpenter (Blacksmith)
  • Culinarian (Armorer, Blacksmith)
  • Goldsmith (Blacksmith, Carpenter)
  • Leatherworker (Blacksmith)
  • Weaver (Goldsmith. Carpenter)

Weavers, Leatherworkers, and Goldsmiths are heavily involved in the provision of gear for all crafters and gatherers.  Blacksmiths produce most of the crafting tools, but the remaining professions (save culinarian) each produce a couple of crafting tools.

Closing Thoughts

Each crafting and gathering profession is heavily dependent on at least four, and often five, other professions.  The gathering professions each rely on Blacksmiths for tools, Leatherworkers and Weavers for clothing, and Goldsmiths for jewelry.

 The crafting professions share in these dependencies, while often adding at least one other crafting profession for one tool type.  Atop this, the crafters also depend on the gatheriers for resources and generally depend on 2 or more other crafting professions for intermediate crafting materials.

As an example, were I trying to be a self-sufficient Armorer, I face a pretty Herculean task keeping supporting professions up to speed.  In addition to armorer,  I would need to also level up Blacksmith for my tools, Leatherworker and Weaver for my clothing (I double dip with leatherworker since they also provide a high demand intermediate good), Goldsmith for my jewelry, Mining for ore, Carpentry for lumber, and Botany for the logs to make lumber.  That’s seven supporting professions just to keep my armorer advancing.

I doubt that’s realistic for most players.  If I’m willing to accept that I can’t be fully independent, though, I can become mostly self-sufficient with a much smaller profession path.  In addition to Armorer, a Leatherworker and Carpentry focus keeps me stocked in intermediate goods (and even some crafting gear).  I then depend on gatherers for resources as well as Blacksmiths, Goldsmiths and Weavers for other gear and repair needs.

It is highly unlikely that more than a handful of players on a server will achieve self sufficiency.  If you wish to play the crafting professions, you must accept that you need others to get by.  And by others we don’t just mean customers.  A successful crafter needs to occupy a hub-spot in a network of artisans.

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17 Responses to Crafting and Gathering Dependency in Final Fantasy XIV: A Realm Reborn

  1. Mush says:

    Hey, that’s fucking awesome, thank you for this diagram #bookmarked

  2. Kreed says:

    I am one of those players that prefer to be self suficiente when it comes to professions, but during my time on beta I realized that each profession depends on several others. Trimming down my priorities I decided that I will – at least at the start – have Botanist and Miner, and focus on one of them depending on what craft I choose. I am leaning towards Armorer as my main will be a Gladiator, but I’ve always liked alchemy on others MMOs. Decisions, decisions.

  3. Chris says:

    Supposedly, alchemists will be able to make dyes, although I haven’t seen any recipes for them anywhere. That would be fun, especially if they can make dyes that are not available from NPCs.

    I can totally see myself focusing far more on DoH/DoL than on any of the combat classes, although I’ll definitely level at least one to be able to farm materials from mobs. And I’ll level it at least through retainers before I even begin to focus on DoH/DoL.

  4. Detrydus says:

    Thank you for another amazing article, everything I’ve seen here is always well laid out and very informative, keep up the great work!

  5. Mjollnir says:

    I’m a proponent of levelling all DoL & DoH simultaneously. I found in B3 that by just concentrating on crafting optimal gear for those classes (using xivdb.com as a reference), completing the class quests and completing each recipe in the log, you levelled reasonably quickly. Leves filled in the gaps to prevent mindless grinding.

    I used leves mainly for DoL, but there are some DoH leves that require single items that you have crafted anyway and some DoH leves that you can take with one leve allowance and complete three times over for thrice the reward. Bear in mind that with optimal gear and food, it is possible to create HQ items which gives you an extra 50% on your XP reward from said leves.

    Another great reason for doing all 8/3 classes simultaneously is gear. Not only do you therefore only have to maintain one optimal set, but you are repeatedly Spiritbonding and creating Materia for attachment on level 15+ gear, consuming your old stuff (which is bound, so you can’t sell to other players) and ensuring your Armoury Chest isn’t overflowing with cast-offs that you have to NPC for very little return.

    The crafted items you make for the recipe bonus that you don’t use or trade in to lucrative leves, you can sell on the Market Board (where choosing the correct city to sell in may give you up to a 5% saving on tax). In my experience in B3, listed items sold extremely quickly and resulted in amassing (along with levequest rewards) a huge amount of gil.

    A lot of this gil was spent on purchasing monster drops (and fish^^) from other players/NPCs for further crafting; something that, as a self-sufficient crafter, I didn’t really want to do, but the length of the Beta test didn’t allow for levelling up a DoW for this facility as well! Like Chris^, I’ll probably level up a DoW first in Beta 4 to aid in farming.

    I look forward to ARR’s crafting – in 1.0 Lindblum server (and probably others!) had a dedicated crafting linkshell with a huge number of members which was required due to the difficulty/monotony in levelling up a single crafting/gathering class – you depended on other, usually higher-level players to advance. It’s much less so in ARR, at least for the first 25 levels in each which I experienced in B3.

    It also involved a lot of travelling, as every five levels you have to do a circuit of the three city-states to complete your class quests. This enabled me to meet plenty of the other players I’d come to know online!

    In closing, i would suggest that you keep an eye on your next class quest rewards (you can look at them without accepting the quest when you’re below the required level) so you don’t double-up on gear. It may also be worth prepping a list every five levels of required items for leves so that you can know not to sell them on, or know to make extra (unfortunately in B3 there was no obvious in-game way to tell which leves you could triple-up on – you just had to hand goods in).

    I think an all-encompassing crafting/gathering path will be both possible and great fun! I concede that it will be time-consuming, but what else are you going to be doing instead? Running Bahamut’s Labyrinth for the tenth time to get that DoW/DoM armour piece? Booooooring! ;)

    • Dave says:

      Just a note on your 2nd paragraph. HQ turn-ins yielded 200% extra XP & gil – so 300% of the total. Combine that with the particular leves you mentioned that allow 2 extra “completions,” turning in HQ’s on all 3 can potentially yield 900% XP from one leve! Of course, it’s tough to generate 3 HQ’s while levelling, but the option is there, especially if it is a 2nd/3rd etc. craft, where you have a higher level gatherer to provide significant amounts of HQ materials.

  6. Wow definitely going to use this for our crafting centric group Thanks
    http://theyagudoinitiative.enjin.com/home

  7. Raphaella says:

    I’m an avid crafter! Capped everything in FF11. Though I also prefer to be self-sufficient. I guess for the sake getting used to the new game I’ll make some new crafting friends =)
    Does anyone know if there will be a cap for sub-professions like in 11? or can we bring any/all crafts to 100 ? (or whatever cap will be)

    • Ryahl says:

      In 1.23 there were no such restrictions, with enough time and effort you could max everything.

      There is little reason to doubt it will play the same in 2.0. You should be able to do everything and be everything.

  8. dearth says:

    So based on your infographic, you can also be mostly self-reliant as a Botanist + Weaver?

    • AelaAela says:

      For the most part, yes. There are other items needed as a Weaver, however the majority of your items are from Botany (ie, you might need some metals once and awhile).

  9. GM_Rha says:

    Either you left out step 3 in the notes or you forgot that 3 comes before 4. Otherwise all good stuff.

    • Ryahl says:

      Ahh, nice catch!

      I believe we changed the numbering between an early version and the posted version. At some point #3 was rolled into one of the other numbers, why it wasn’t renumbered automatically? That’s a mystery!

  10. Joe (Katzbalgar Idayolua) says:

    I’m in the middle of leveling up all DoH and DoL classes with a low focus on W/M for monster hunting. Crafting instills a sense of pride for hard work and gathering is incredibly relaxing after work (especially fishing). Working everything to 20, then going into overdrive to build them up together (all mostly to manage my armoury better, one set to cover all classes means i won’t fumble over managing my gear! Looking forward to co-oping with other artisans in Malboro!

  11. Matt says:

    The chart should also add weaver dependent on monsters. There is a ton necessary for optimal leveling pace.

  12. chris says:

    Hey guys, just wondering cause i just had my lvl 50 paldin nkw i wanted go try crafting.. do you recommend a certain level of gathering and crafting job before switching into a different one?

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