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.
- Guide to Crafting Leves
- Materia Guide
- Advanced Materia and Materia Removal
- Materia Consignment - how to affix materia for other players
- Tier 1 and Tier 2 Resource Pricing Guide
- Crafting Dependency – Primary Resource dependency guide
- Dye Guide
- Managing Retainers
- Crafting Spreedsheet (External Google Docs link)
- Armorer Guide
- Harvesting Maps (You can find detailed maps of harvesting locations here)
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.
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.
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.
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.