Crafting Landing Page

Eorzea Reborn’s Crafting Guides

A Landing Page for Everything Crafting

Welcome to the Eorzea Reborn Crafting Landing Page.  This page contains links to our various crafting guides as well as providing a crafting overview.

Crafting Links

General Guides

Class Guides

 Crafting Basics

Gathering Your Materials

Crafting in FFXIV is actually a pair of resource games.  The first resource game involves material gathering.  In general this involves a series of raw materials and crystal shards.  Both of these come, primarily, from the Disciples of the Land (Botanist and Miner).

Additionally, you will regularly need intermediate crafting items from other classes.  Depending on your class, this might include ingots, lumber, cloth, and a number of other items.  These are made by other crafting classes, although the first two tiers of items typically can be purchased in your guild hall.

Finally, for certain recipes, you will need miscellaneous crafting items like bone chips, feathers, and the like.  These are typically dropped items from monsters in game, although some are also found by the gathering classes.

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 crafter 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 a carpenter’s recipe, 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 crafters 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.

Crafting Synthesis

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 above you see a crystal (currently white) 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.

11 Responses to Crafting Landing Page

  1. Duke Crum says:

    Question, a lot of the higher level recipes require ingredients that I am unable to find. The marketboards never have them listed either. What’s the best way to go about getting these? Just start nearly every crafting class to supply them?

    • Ryahl says:

      For beta-3, yes crafting the other classes is your best bet. We don’t have enough people filling up marketboards for a working economy in beta. That’s to be expected, these are disposable characters, no one is really trying to build a fortune as of yet.

      Once we hit beta-4 and move into live, I expect marketboard activity to ramp up. The catch will be that marketboards appear to be city specific, so you may need to jump between all three to find the items you need.

      • Eric says:

        Actually, the market places are connected, so it’s not city specific. They learned that lesson from 1.0.

        • Ryahl says:

          Oh?

          That’s good to know. I really thought they were independent in Beta-3, the message from your retainer (selling 18 items in Ul’Dah) doesn’t lend itself to believing they are interwoven. Separate auction houses wouldn’t be good, so I’m glad to hear it’s connected.

  2. Shea says:

    I did not see the condition mentioned. You referr to color of the crystal as in success, but I believe this is wrong in the way you have it listed.

    “On your crafting table above you see a crystal (currently white) 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.”

    These are actually linked to the condition which can be seen on the bottom left of the crafting window. I cannot recall exactly off hand, but I recall it being White “Normal”, Yellow “Good”, Red “Excellent”, Black/Purple “Poor”. You get increased quality return on Good and even more on Excellent, with less on Poor. Though the chance of success might be lower, I do not believe I’ve seen this and it most likely is misperceived. Ohh and poor always follows Excellent.

    • Shea says:

      Though pondering I suppose you did not mention the condition since this is a basic guide. Since you did not mention the other skills such as waiting so that you can get a better condition that does not lower the durability and ..can’t recall skill name, but once you get experienced enough if you use the skill and as your quality gets higher you get a bonus to control which in turn increases quality output. Then you can use another skill you receive to convert all that bonus back into CP which gives you more options and flexibility.

    • Letitbleed says:

      the colours change from white “normal” state.
      to red/orange “good” state
      to blueish “Excellent” state
      to blackish “Poor” state for upgrading quality. these states do not affect the chances of success on any attempt. they do alter the results of successful attempts to upgrade quality.
      having excellent state will not increase the chances to further completion of a sinth.

  3. Shea says:

    Ohh Ryahl by the way I’d like to say good work on all the guides. I imagine it’d take alot of effort and work to put them all together. Well done.

  4. Shea says:

    Correction to my previous post: White “Normal”, Yellow “Good”, Red “Excellent”, Black/Purple “Poor”. It is really White “Normal”, Red “Good” , Rainbow “Excellent”, Black/Purple “Poor”

  5. Dave says:

    Yup, tested it in last set of beta weekends. If you touch a recipe, the condition dictates the quality generated. Assuming you use Basic Touch:

    Normal = 100% of control as quality
    Good = 150% of control as quality
    Excellent = 400% of control as quality (yes, that’s right!)
    Poor = 50% of quality.

    Any ability used on a “Good” or “Poor” condition makes the next one Normal. Any ability used on an “Excellent” condition makes the next one Poor.

    I didn’t see the point of the wait skill (lvl 18 DoH iirc), until I re-read the crafting notes, and saw that. It can make a HUGE difference, but it is a luck game. Still, it introduces a strategic element to progressing crafting – do you lock away another 2 basic touches, or risk a wait, trying to get a good status for your advanced touch with your last lot of CP?

  6. Chris says:

    Based on the datamine xivdb.com did on the new benchmark, it looks like some of the culinary (and maybe alchemy) recipes changed slightly. Not in terms of what ingredients are required, but how many, and what the yield is.

    There are also recipes for dyes, which look to be craftable by both alchemists and culinarians. I thought I had read that dyes would be alchemy, although maybe that’s just the rarer ones.

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