You are on page 1of 35

FF14 Crafting Guide

2017
TABLE OF CONTENTS

F OREWORD 3

C RAFTING S KILLS .4

A LL C LASSES .4

C ARPENTER ..9

B LACKSMITH 10

A RMORER .10

G OLDSMITH .11

L EATHERWORKER ..12

W EAVER .13

A LCHEMIST 13

C ULINARY ..14

S PECIALISTS ..17

M ECHANICS 21

S UMMARY . 24

L EVELLING .. 25

M ETHODS .................................................................................. ....................... 30

C RAFTING R OTATIONS .. 32

-2-
FOREWORD
I initially wrote this guide for my FC as an attempt to clear up confusion and hopefully boost the amount of interest
in crafting. I am no means an excellent crafter, though Id like to think myself accomplished in the sense that I can
craft reliably and understand how interactions work.

This guide is still in its infancy and there will be many mistakes. I reflect the infancy of this guide by concluding
abruptly. I apologise in advance for any misinformation or misrepresentation I have left in this guide, and I
endeavor to fix those inaccuracies promptly.

That being said, I would love to hear feedback! Any criticisms, comments are welcome and, with a little bit of luck
and patience, more people throwing their tools in the air as they craft HQ items.

I provide here a glossary of terms you may be unfamiliar with:

CUL Culinarian If you decide to take up crafting, I hope you have a fun time
ALC Alchemist doing it! Admittedly there are a few dry spells here and there
(damn you level 55!) but the end goal can be prosperous and
ASM Armorsmith
rewarding. It may seem daunting to preservere to level eight
BSM Blacksmith
classes to 50 and then one to 60, but by the time youre there
WVR Weaver you might just delightfully thank yourself for it as your time
GSM Goldsmith and Gil investments slowly return to you.
LTW Leatherworker
In essence, this guide merely serves its purpose, a guide. Feel
CRP Carpenter free to stray away, especially if it sucks the enjoyment out of
ilvl Item Level the game for you. After all crafting is a part of the game,
HQ High Quality and what is a game if youre not enjoying it?
NQ Normal Quality

Happy crafting all, and may the High Quality train roll on!

-3-
CRAFTING SKILLS
There are a myriad of crafting skills available for use once you start levelling multiple classes. Unfortunately,
levelling all classes to at least level 50 is a requirement for Ironworks 3 Star and 4 Star crafting. This section will
go over all crafting skills and will attempt to make a judgment on the overall usefulness and clear up
misconceptions/ambiguity of some skills. This section has Brand of Element/Name of Element separated.

That being said, some parts will no doubt be opinionated. While I try to avoid bias to demote the use of certain
skills, some skills are in essence - useless! It is ultimately your decision whether some skills are worth using when
comparing others.

One cross-class skill is granted every 5 levels, up to 10 cross-class skill slots. I have omitted the DoL skills.

ALL CLASSES
BASIC SYNTHESIS
Increases progress. Efficiency: 100% Success Rate: 90%

Note: your Basic Synthesis icon may vary depending on the class chosen.

Available for all classes at Level 1 this skill is the only skill available for use until Basic Touch is unlocked. The skill
itself is lacklustre despite being completely dependent on it for synthesis up until obtaining Careful Synthesis I/II in
the Weaver skills or Standard Synthesis at level 31.

Unfortunately, while costing 0 CP, Basic Synthesiss 90% Success Rate is what makes the 0 CP cost of Basic
Synthesis sort of moot. Steady Hand (Lv 9) will almost always have to be used at low levels as the largest gil and XP
loss is failing synthesis, which Basic Synthesis is notorious for.

Upon hitting Level 50 WVR (Careful Synthesis II), this skill is completely outclassed and will never be used again.
Most synthesis at low levels can also be completed in the same number of steps with Careful Synthesis (15 WVR)
which provides a 100% success rate.

BASIC TOUCH (18 CP)


Increases quality. Efficiency: 100% Success Rate: 70%

Note: your Basic Touch icon may vary depending on the class chosen.

Available at level 5, unlike Basic Synthesis, this skill has no direct upgrade. While at low levels, Basic Touchs
success rate holds high HQ success back without Steady Hand I/II. Basic Touch is the cheapest CP touch that can
guarantee 100% success rate with Steady Hand II, making it a compliment to Byregots Blessing (50 CRP). Do note
that Basic Touch does not cost 0 CP! Be very aware when using many touches in a row at low levels to not run out
of CP before you can Steady Hand into Basic Synthesis.

At higher end crafting Basic Touch is still an invaluable tool due to its minimal CP cost and guaranteed success
pared with Steady Hand II (37 CUL).

-4-
MASTER S MEND (92 CP)
Restores item durability by 30.

Available at level 7, Masters Mend allows you to gain 30 durability at the cost of 92 CP. At low levels this
essentially allows 3 extra steps, however it fights for durability management with Waste Not I/II (15/50 LTW) and
Manipulation (15 GSM).

Its advantages allow you to retain hanging durability from Waste Not. However, at low levels (and especially at
level 7 when this skill is obtained), using both Masters Mend and Waste Not leaves little CP available for quality.
This skill should be used with caution.

STEADY HAND (22 CP)


Improves action success rate by 20% for the next lasts 5 steps.

Available at level 9, Steady Hand is what allows the first real push for quality at lower levels. Now having your Basic
Synthesis guaranteed to succeed, Steady Hand can also be used to push for 90% Basic Touches.

At higher levels, Steady Hand becomes useful as all the quality pushers are at 90% success rate.

INNER QUIET (18 CP)


Grants a bonus to control for each increase in quality.

Available at level 11, Inner Quiet is a staple for crafting. The bonus that Inner Quiet provides is 20% times the stack
number minus 1. Inner Quiet stacks up to 11 times, but effectively gives a maximum cap of 200% per quality.

The example below is a hypothetical craft. The table on the left has not used Inner Quiet, while the table on the
right has used Inner Quiet. Each row of the table represents a single step.

IQ Skill Used Current Increase IQ Skill Used Current Increase


Stack Quality In Quality Stack Quality In Quality
0 Steady Hand II 0 0 1 Steady Hand II 0 0
0 Basic Touch 100 100 1 Basic Touch 100 100
0 Basic Touch 200 100 2 Basic Touch 220 120
0 Basic Touch 300 100 3 Basic Touch 360 140
0 Basic Touch 400 100 4 Basic Touch 520 160
0 Basic Touch 500 100 5 Basic Touch 700 180

In the prior example Inner Quiet granted a bonus of two Basic Touches worth for only 18 CP and 0 durability!

It is worth noting that Inner Quiet consumes a step, which is one of the potential No durability, skip a step
abilities (The latter is Observe (Lv 14)). Inner Quiet is also required to use any of the Byregots skills, most notably
Byregots Blessing.

Remember that while using Inner Quiet gives you a stack of 1, that stack grants no bonus to Control.

-5-
OBSERVE (14 CP)
Do nothing for one step.

Obtained at level 13, this skill has little to no use until you unlock finisher skills. Using Observe on an open
condition state only grants a 1/50 chance of getting that Excellent, essentially gambling 14 CP on your craft which
could be used elsewhere. However, if you have a finisher or are down to low durability, excess CP can be used on
Observe to bait for a better condition. However, more often than not the next condition will still be Normal.

An argument can be made for using Observe on a Poor condition, but that step could be reserved for using a
Synthesis action, as Poor does not affect Synthesis progress.

STANDARD TOUCH (32 CP)


Increases quality. Efficiency: 125% Success Rate: 80%

Note: your Standard Touch icon may vary depending on the class chosen.

Unlocked at level 18, this skill combined with Steady Hand will guarantee success, should Steady Hand II not be
unlocked. Unfortunately, Standard Touch costs a whopping 32 CP per use! Durability aside, the cost of Standard
Touch may prevent the buildup of Inner Quiet stacks due to CP issues.

Standard Touch is like the middle child of Basic and Advanced Touch (Lv 43). The aforementioned skills are not
necessarily better in all other situations, though they should be used more often than Standard Touch

GREAT STRIDES (32 CP)


Doubles efficiency of the next Touch action. Effect active for 3 steps.

Unlocked at Level 21, Great Strides doubles the amount of quality gained for a single action. Note unlike its
description, ANY increase in quality will remove the effect, not just actions with a Touch in its name. Great Strides
is best used before any Quality finisher, such as Byregots Blessing. Great Strides is also good as a pseudo-
Advanced Touch. Observe the following:

Combination CP Efficiency Success Rate % per CP


Great Strides + Basic Touch 50 200% 70% 4%
Advanced Touch 48 150% 90% 3.125%
Standard Touch 32 125% 80% 3.9%
Great Strides + Advanced Touch 80 300% 90% 3.75%
Of course, durability must be taken into account so use the following combinations with caution.

Great Strides is better than a Good (2x vs. 1.5x) but not better than an Excellent (4x).

MASTER S MEND II (160 CP)


Restores item durability by 60.

Obtained at level 25, Masters Mend II differs from I as it only has one other skill competing for its step-increasing
potential, Waste Not II. It is much more CP effective than Masters Mend, although 160 CP may be a huge chunk of
your available CP pool at its obtain level.

Durability cannot be increased past the maximum! Do NOT use Masters Mend II on 35 or 40 durability synthesis!

-6-
STANDARD SYNTHESIS (15 CP)
Increases progress. Efficiency: 150% Success Rate: 90%

Note: your Standard Synthesis icon may vary depending on the class chosen.

Obtained at level 31, two Standard Synthesis has the power of three Basic Synthesis. For 30 CP, 1 step can be
saved.

Standard Synthesis requires planning to be used effectively. Often times, reaching the target progress required
demands some combination of Standard and Basic Synthesis to be maximally efficient. It is advised to use
calculators or simulators should Careful Synthesis II not be an option, as the CP cost of Standard Synthesis may
prove to be an issue.

ADVANCED TOUCH (48 CP)


Increases quality. Efficiency: 150% Success Rate: 90%

Note: your Advanced Touch icon may vary depending on the class chosen.

First usable at level 43, Advanced Touch (by itself) is the most efficient per step skill currently in the game. It is not
uncommon to be using Great Strides + Advanced Touch in low durability crafts. Do be wary, as this method of
increasing quality does not utilise Inner Quiet effectively.

Thus, before using Advanced Touch, consider whether durability is an issue and obtaining high stacks of Inner
Quiet is inconceivable. Often times, Inner Quiet will quickly make Basic Touches (or Hasty Touches 15 CUL) have
stronger weights in 70 or 80 durability crafts.

COLLECTABLE SYNTHESIS
Use existing recipes to create collectables without increasing step count.

Collectable Synthesis is the only DoH skill that can be used outside of crafting. With the Collectable Synthesis buff,
completing synthesis will instead grant a collectable with collectability equal to the Quality value.

Collectables have a few properties:

- They cannot be stacked, even if the NQ or HQ versions are allowed to


- They cannot be used, equipped or sold to normal vendors
- Lowering Quality turns the item into a NQ item, regardless of collectability

Note that collectable synthesis can be used during synthesis. If the progress bar is too low for a turn-in, for
example, one may remove the Collectable Synthesis status and complete synthesis normally, for a chance at
obtaining a HQ item.

Collectable Synthesis can be used infinitely during a craft, costs 0 CP and does not increase the step count,
meaning you cannot use Comfort Zone and Collectable Synthesis for infinite CP! (nice try)

-7-
BYREGOTS BROW (18 CP)
Increases quality. Inner Quiet effect ends on use. Efficiency: 150% + 10 for each IQ. Success Rate: 70%
Available only when the condition is Good or Excellent.

Obtained at level 51, Byregots Brow is simply put, disappointing. Intended as a finisher skill available for every
class, Byregots Blessing (CRP 50) is better in almost every situation. Byregots Brow even has an in-built luck
system to be triggered, and has a 70% success rate! Avoid reliance on this skill and use sparingly when lucky if a
Good or Excellent springs up and your Inner Quiet stack is 5 or less, this skill is better than Byregots Blessing. Else,
use Byregots Blessing.

If Byregots Brow fails, Inner Quiet stacks are still consumed. Inner Quiet effect is still active as Byregots Brow is
being used, for instance, 11 Stacks of Inner Quiet will still grant a bonus 200% control to the Byregots Brow 150%
+ 10% for each stack, giving a total of 450% efficiency.

PRECISE TOUCH (18 CP)


Increases quality. Efficiency: 100% Success Rate: 70% Additional Effect: Increases Inner Quiet stack by 1.
Can only be used while the condition is Good or Excellent.

Note: your Precise Touch icon may vary depending on the class chosen.

Unlocked at level 53, Precise Touch is a direct upgrade to Basic Touch if it is able to be procced. Note that you will
still need to have both on your hotbar as Precise Touch can only be used when the condition is Good or Excellent.
Successfully using Precise Touch will increase your Inner Quiet stack by two, one for the Touch action, and another
from the additional effect.

Precise Touch will not increase your Inner Quiet stacks above 11. Additionally, Precise Touch will not grant stacks if
Inner Quiet is not used. Finally, no stacks are granted (at all) if Precise Touch fails.

It is advised to only use Precise Touch if you were going to use a touch action anyway. The low success rate on
Precise Touch makes using it without Steady Hand I/II risky think of it as a random bonus rather than a skill to
actively pursue.

-8-
CARPENTER
RUMINATION
Removes Inner Quiet effect and restores CP proportional to the number of times control was increased.

Level 15 unlocks Rumination. The formula for Rumination is given as follows:

Where is the current Inner Quiet stack number. The following table shows CP recovered depending on Inner
Quiet stacks shown in-game.

IQ CP Rumination is an interesting skill as CP restored is much greater when the IQ stack is lower. The
1 n/a strongest IQ/CP ratio is at around 6 stacks of Inner Quiet, which unfortunately at that point Inner
2 15 Quiet is already giving 120% bonus to quality, making the 45 extra CP gained a little
3 24 underwhelming in comparison. However, it is noted that Rumination can prove useful even at
4 32 very low Inner Quiet stacks especially when using Advanced Touch or Standard Touch, as
5 39
Rumination will refund the cost of Inner Quiets 14 CP.
6 45
7 50 However, its usefulness declines at end-game crafting as Inner Quiet becomes the most important
8 54
buff to push for quality. Rumination appears to be designed for lower-level crafting where CP is
9 57
scarce.
10 59
11 60

Not recommended to cross-class at higher levels.

BYREGOTS BLESSING (24 CP)


Increases Quality. Inner Quiet effect ends on use. Efficiency: 100 + 20% for each IQ Success Rate: 90%

A skill so powerful that end-game crafting is balanced around it. Unlocked at level 50, Byregots Blessing is the top
choice for finishers currently in the game as it is unconditional in when it can be used.

Byregots Blessing, at the full 11 stacks of Inner Quiet can have a potential 500% efficiency on successful use.
Stacked with Great Strides (Lv 21) or Innovation (GSM 50), efficiency can reach insane amounts. Essentially, after
building up many Inner Quiet stacks for the duration of the craft, Byregots Blessing converts the stacks into a
massive touch.

Byregots Blessing also has a 90% success rate allowing for use in spur-of-the-moment Excellent or Good
conditions. However, Byregots Blessing fails, Inner Quiet stacks are still consumed. Inner Quiet effect is still active
as Byregots Blessing is being used.

Essential to cross-class at higher levels.

-9-
BLACKSMITH
INGENUITY (24 CP)
Slightly lowers recipe level for the next five steps.

INGENUITY II (32 CP)


Lowers recipe level for the next five steps.

I have bunched these two skills together as their mechanics are similar. This section will explain what each skill does
and how to make the most out of your Ingeunity I/II. Ingenuity I is obtained at level 15, whereas Ingenuity II is
obtained at level 50.

These skills are also very vague! I have done some testing and my conclusions are below. If anybody has
information on the actual behaviour on these skills (especially in starred crafting) I would be interested to know!

Ingenuity I and Ingenuity II do not function if the recipe level is already under the character level.

When crafting an item that is higher than the character level, a 5% penalty is imposed on all quality and progress
actions. This stacks additively up to 5 times to a maximum of 25%, the largest difference a crafter can attempt.

When using Ingenuity I, this penalty is removed for 5 steps, up to a maximum of 15% (i.e. 3 level reduction)

When using Ingenuity II, this penalty is removed for 5 steps, up to a maximum of 25% (i.e. a 5 level reduction)

However, the reduction in levels will not reduce the items level lower than your character level. Thus, when
crafting items only a few levels above you, Ingenuity I is superior in every fashion.

Ingeunity I (and II) are decent skills to cross-class if it is known they will be valuable for the item in question.

ARMORER
RAPID SYNTHESIS
Increases progress. Efficiency: 250% Success Rate: 50%

Unlocked at level 15 Rapid Synthesis is perhaps a strange skill to handle. There is no way to guarantee it to
succeed, however its efficiency is unparalleled, and it costs 0 CP!

Unfortunately, the downside of having such low success rate is what ultimately makes Rapid Synthesis a no-go.
Synthesis actions are REQUIRED to have perfect or near perfect success rates, making Rapid Synthesis more of a
last resort skill than a rotation-worthy skill.

Not recommended to cross-class at any level.

- 10 -
PIECE BY P IECE (15 CP)
Increase current progress by 1/3. Success Rate: 90%

This level 50 skill is essential for high end crafting, with just two uses the progress bar will be 5/9ths complete.

Piece By Piece combos extremely well with Makers Mark (54 GSM), allowing potentially up to 7/9ths of the entire
progress bar done with average luck on Flawless Synthesis.

Do be warned! Piece by Piece incurs a small penalty when doing starred crafting, usually having the 1/3 reduced to
approximately 8/27ths per cast.

Essential in higher level crafting, not recommended for low-level crafting.

GOLDSMITH
MANIPULATION (88 CP)
Restore 10 points of durability for the next 3 steps.

Unlocked at level 15, Manipulation is best compared to Waste Not (LTW 15) and Masters Mend (Lv 7). While it
seems to be a direct upgrade from Masters Mend, the 4 CP difference between the two is that Manipulation
cannot be used in certain situations.

Notably, Manipulation restores the 10 durability after each step. If a step would make you go down to 0 durability,
synthesis will end immediately. Manipulation will not grant you the 10 durability to keep synthesising. Similarly, if
Manipulation would take you over the durability limit, the wasted potential makes Manipulations CP saving moot.

Unfortunately, Waste Not does both Manipulation and Masters Mends jobs at lower CP for most tasks. While
Waste Not cannot do everything, one must consider if the cross class slot is worth putting Manipulation on.

FLAWLESS SYNTHESIS (15 CP)


Increase current progress by 40. Success Rate: 90%

Unlocked at level 37, by its lonesome, Flawless Synthesis is the worst skill in crafting. However, it is essential to
cross-class when using Makers Mark (54 GSM). Details on this interaction will be listed under Makers Mark,
however this skill should not be used on its own. The CP sink and the fact that it has the audacity to not have a
perfect success rate truly give Flawless Synthesis its title as the worst crafting skill.

Highly not recommended to cross-class by itself at any level. Must be taken with Makers Mark.

- 11 -
INNOVATION (18 CP)
Increases control by 50% for the next three steps.

Unlocked at level 50, Innovation is at its core a mini-Great Strides for 3 turns. Innovation is best used as part of the
Byregots finisher or later in a rotation where many Touches will be used in succession. Be careful when using
Innovation as it takes up a step, potentially messing with Waste Not or Steady Hand efficiency. 18 CP is also a very
cheap CP cost especially when compared to Great Stridess 32 CP.

Highly recommended to cross-class at all levels.

MAKERS MARK (20 CP)


Decrease CP and durability cost of Flawless Synthesis to 0. Effect lasts depending on progress remaining.
Usable only on the first step.

Obtained at level 54, Makers Mark combos very well with Piece By Piece to get a scaled progress boost. Since
Makers Mark also essentially gives many free steps, Makers Mark combos extremely well with Comfort Zone
for free CP and Whistle While You Work to reduce whistle stacks.

The number of stacks obtained by using Makers Mark is given as the following:

For instance for an item that requires 1009 progress to complete will have 11 stacks of Makers Mark available.

At its essence, it allows approximately 40% of the progress to be completed should every use of Flawless Synthesis
succeed. Remember it is at a 90% chance per use of Flawless!

LEATHERWORKER
WASTE NOT (56 CP)
Reduces loss of durability by 50% for the next four steps.

WASTE NOT II (98 CP)


Reduces the loss of durability by 50% for the next eight steps.

Waste Not is unlocked at level 15, whereas Waste Not II is unlocked at level 50.

Waste Not is the most effective step-increasing ability at lower levels. Note to fully utilise both Waste Not abilities,
Touches or Synthesis must be used. If a step is used on another ability, the buff counter for Waste Not will still
decrement.

Waste Not I/II have the peculiar effect of allowing 5 hanging durability. Note that 5 durability at the end of crafting
is exactly the same as 10 durability at the end. Thus, Waste Not can be used to manipulate the durability at the
end for maximum step value for other buffs.

Consider the following scenario (in all following tables Durability = Current Durability):

- 12 -
Durab. Bf Skill Used Success Rate Durab. Bf Skill Used Success Rate
40 Steady Hand II - 40 Waste Not -
40 Waste Not - 40 Steady Hand II -
40 Basic Touch 100% 40 Basic Touch 100%
35 Basic Touch 100% 35 Basic Touch 100%
30 Basic Touch 100% 30 Basic Touch 100%
25 Basic Touch 100% 25 Basic Touch 100%
20 Basic Touch 70% 15 Basic Touch 100%
10 Careful Synthesis - 5 Careful Synthesis -

By using Waste Not and manipulating the order so we have 5 durability hanging, we obtain the same number of
steps but we have 100% success on our final Basic Touch. Extrapolating this fact using Masters Mend I/II with 5
durability hanging will keep this extra step. This can be very powerful if used correctly.

Waste Not II is worse than Waste Not I in the sense of how restrictive it is. Although much more efficient for the CP
cost, the inability to use Waste Nots effect with non-durability consuming steps can waste the potential of your 98
CP. Fortunately, 8 steps isnt too much if we consider something similar to:

Durab. Bf Skill Used Success Durab. Bf Skill Used Success


Rate Rate
80 Inner Quiet - 55 Careful Synthesis II -
80 Waste Not II - 50 Careful Synthesis II -
80 Steady Hand II -
80 Basic Touch 100%
75 Basic Touch 100% Leaving 45 durability at the end, which is equivalent to 5
durability actions.
70 Basic Touch 100%
65 Basic Touch 100%
60 Basic Touch 100%

Be careful when using multiple Waste Not, as keeping 5 durability hanging at the end of both Waste Nots will
reduce your total durability by 10, which loses a durability step.

At least one of the two Waste Not abilities is highly recommended to cross-class at any level.

- 13 -
WEAVER
CAREFUL SYNTHESIS
Increases progress. Efficiency: 90% Success Rate: 100%

CAREFUL SYNTHESIS II
Increases progress. Efficiency: 120% Success Rate: 100%

Unlocked at level 15 and 50 respectively, Careful Synthesis and Careful Synthesis II are 0 CP progress options that
have guaranteed success.

Careful Synthesis II is strictly better than Careful Synthesis I. However, at lower levels Careful Synthesis I is a great
progress pusher when too light on CP to use Steady Hand.

Careful Synthesis II is essential to high level crafting. Strongly recommended to cross-class.

ALCHEMIST
TRICKS OF THE TRADE
Restore 20 CP. Can only be used when the condition is Good or Excellent.

Unlocked at level 15, Tricks of the Trade is a staple ability that allows the cashing in of Goods and Excellent
conditions that would normally be wasted (for instance, if synthesis was going to be attempted in a Makers Mark
stack).

20 CP is enough to turn a Hasty Touch in a tight rotation into a Basic Touch or Innovation. Two Tricks of the Trade
can swap that same Hasty Touch for a Standard Touch or a Great Strides.

Excess CP is always welcome while crafting, and Tricks of the Trade is one of the best CP recovering abilities.

Recommended to cross-class at all levels.

COMFORT ZONE (66 CP)


Restore 8 CP after every step for the next 10 steps.

Usable at level 50, ALC has the other usable CP recovering ability in Comfort Zone. The net increase in CP is 14,
which slowly builds up over 10 steps. It is important that all 10 steps are consumed in order to get maximum value
for Comfort Zone!

Comfort Zone combos very well after Makers Mark as performing the Flawless Synthesis steps eases the 10 step
requirement. Note that Comfort Zone can be used in succession without depleting the first buff. This can
potentially be useful if on the 9th step of Comfort Zone.

Highly recommended to cross-class at high levels.

- 14 -
CULINARIAN
HASTY TOUCH
Increases quality and costs no CP. Efficiency: 100% Success Rate: 50%

Obtained at level 15, Hasty Touchs upside is so powerful they had to restate it in the description!

Hasty Touch allows the use of CP to be more focused on durability and the finisher, at the expense of
unpredictability. When attempting to build up Inner Quiet stacks, even Basic Touch can become very expensive to
maintain. 10 Basic Touches at 100% costs a whopping 220 CP, without using durability extenders or synthesis.
Compare that to 10 Hasty Touches at 80% which only costs 50!

It is ill-advised to use buffs for a string of Hasty Touch, such as Innovation.

Highly recommended to cross-class at all levels.

STEADY HAND II (25 CP)


Improves action success rate by 30% for the next five steps.

Unlocked at level 37, Steady Hand II is a staple skill in crafting as it allows 100% success rate with Basic Touch and
80% success rate with Hasty Touch.

For only 3 CP more compared to Steady Hand II, consider the probability of hitting landing all five Hasty Touches in
a row:

Large differences in reliability like these make Steady Hand II an invaluable skill in crafting, and is the reason why
CUL is leveled early.

Highly recommended to cross-class at all levels.

RECLAIM (55 CP)


Increases the chance materials will not be lost after botched synthesis to 90%.

Unlocked at level 50, Reclaim is an last minute insurance policy should the HQ rate be low or a mistake has been
made making it unlikely to complete synthesis without committing to Rapid Synthesis or similar desperate
measures. Reclaim also does not return elemental shards needed to craft.

Reclaim is best used as a replacement for a quality finisher as Reclaims extremely high CP cost makes using it in
addition to a finisher unfeasible for high level crafts. Care should be noted that while reclaim has a high success
rate, it is not 100%! Reclaim also does not refund crystals, like regular botched synthesis.

Ideally, Reclaim should never have to be used, although being unlucky might warrant a Reclaim.

Reccommended to take at any level if cross-class slots are free, else, ignore Reclaim.

- 15 -
MUSCLE MEMORY (6 CP)
Increases progress by one third. Only available on the first step.

Unlocked at level 54, Muscle Memory may be compared to Piece by Piece. However, it is more accurate to
compare it to the other first-step progress powerhouse, Makers Mark (GSM 54).

Unlike Makers Mark, Muscle Memory has a guaranteed outcome, making it better for AFK macros. Muscle
Memory will always succeed and give a guaranteed 33%, whereas Makers Mark can have anywhere between 40%
to 0% (although more often than not it will be approximately 33%). Makers Mark also only utilises one cross-class
slot.

Unfortunately for Makers Mark that is where the advantages stop! While Makers Mark costs 20 CP, using
Comfort Zone brings down the cost of Makers Mark in a typical high-end rotation to 4 CP, beating out Muscle
Memorys 6.

In addition, the extra steps helps reduce whistle stacks and enables further CP saving through Tricks of the Trade.

As CP is the major factor in post-60 crafting, Muscle Memory is (while not directly) inferior to Makers Mark.
Muscle Memory does have a use in making easy macros, however assuming time or player intervention isnt a
constraint, Makers Mark is better than this skill. Additionally, Piece By Piece can be used at any point during the
synthesis for 9 CP more which is integral for the Makers Mark + Piece By Piece combination.

Not recommended to cross-class at any level, unless requiring it in a macro.

NAME /BRAND OF THE ELEMENT


BRAND OF THE ELEMENT
Increases progress. Effect doubles if the affinity is Element. Efficiency: 100 (200)% Success Rate: 90%

NAME OF THE ELEMENT


Increases effectiveness of Brand of the Element for five steps. Effectiveness increase is based on progress.
Only one Name of the Element can be used per synthesis.

Note: your Brand/Name of the Element icons may vary depending on the Element in question.

Unlocked at level 37 for Brand and 54 for Name:

Ice ARM Using Brand of the Element essentially removes the 50% penalty for crafting elemental
Wind CRP recipes.
Earth LTW
Lightning WVR Name of the Element works using the following function:
Water ALC
Fire BSM ( )

i.e. when there is 0 progress completed, Brand has 300(400)% efficiency, and when it is almost completed, Brand
has 100(200%) efficiency.

Brand of the Element can be useful when paired with Name, however cross-class slots may become an issue. It is
also not 100% required to use Elemental actions when doing elemental recipes, although they do help!

- 16 -
SPECIALIST ACTIONS
These abilities are only accessible when equipped with a Soul of the Crafter first available at level 55. Note only 3
souls can be active at any one time.

WHISTLE WHILE YOU WORK (36 CP)


Grant a whistle stack of 11. One whistle is used for each material condition that is Good or Excellent.
Increases certain crafting actions when the stack is a multiple of 3. Progress Increases significantly when
stack size reaches 0.

Obtained at level 55, Whistle While You Work combos with many of the other Specialist Abilities. On its lonesome,
Whistle While You Work has the following properties:

- While the Whistle stack is a multiple of 3, progress is increased additively by 50%. This means Basic
Synthesis goes from 100% to 150%, and Careful Synthesis II goes from 120% to 170%.
- Whistle While You Work cannot be used in succession to raise stacks back to 11.
- Whenever the condition becomes Good or Excellent, one Whistle is consumed.
- Any stack of Whistle While You Work does not improve Quality.
- When Whistle While You Work loses its last stack the following skill is used:

FINISHING TOUCHES
Used immediately after the whistle stack expires to boost progress. Efficiency: 200% Success Rate: 50-60%

Finishing Touches is more of a curse than a blessing. While the efficiency is very effective, the random nature of
this skill makes it unreliable for crafting in any fashion. Finishing Touches also has a low success rate, and can even
fail and take consume durability for no reason under Steady Hand II!

Thus, it is advised when dealing with Whistle While You Work to keep a Nymeias Wheel (Lv 57) to remove Whistle
While You Work without triggering Finishing Touches. Note that Nymrias Wheel does cost 18 CP, which may cause
issues in some rotations.

SATISFACTION
Use one whistle to restore 15 CP. Usable only when the whistle stack is a multiple of three.

Unlocked also at level 55, Satisfaction is a good whistle reducing skill that helps offset the cost of Whistle While
You Work. Satisfaction can also be delayed, unlike Tricks of the Trade, however doing so may be risky if the
condition flips to Good or Excellent.

Much like Tricks of the Trade, it is pivotal to determine whether the extra CP is needed, or the 50% progress boost.
Taking Satisfaction at all 3 times may surrender your chances at succeeding synthesis. More likely than not
however, once the Whistle stack is a multiple of three, one may get away with a few Careful Synthesis IIs before
cashing out on the Satisfaction.

- 17 -
INNOVATIVE TOUCH (8 CP)
Increases quality. Efficiency: 100% Success Rate: 40% Additional Effect: Innovation.

At level 56, the riskiest skill in terms of success rate, Innovative Touch is essentially an Innovation and a Basic
Touch for a discounted cost should it succeed.

Innovative Touch does so much but the success rate ultimately holds it back. While it is very CP effective, it must
be used when durability is not an issue as the Touch will fail more often than not. Even with Steady Hand II, the
70% success rate is still lackluster and other, more reliable touches should be favored over Innovative Touch.

It is noted that if CP is short Innovative Touch can replace a Basic Touch or Hasty Touch as a pseudo-compliment or
replacement for Great Strides before a Byregots finisher.

Reminder: Innovation increases Quality by an additive 50% for the next 3 steps.

NYMEIAS WHEEL (18 CP)


Restores item durability. Amount determined by current Whistle stack. Whistle effect ends on use.

At level 57, Nymeias Wheel is the only method to remove Whistle While You Work without triggering Finishing
Touches.

Nymeias wheel restores durability according to:

11-9 stacks 10 durability Nymeias wheel combos well with Satisfaction to gain durability and CP returns.
8-4 stacks 20 durability If unlucky, Nymeias wheel can also be cashed in at 8 stacks to gain a pseudo-
3-1 stack(s) 30 durability Masters Mend. It is ill advised to use Nymeias Wheel at 9-11 stacks as the
durability to CP gained ratio is poor.

BYREGOTS MIRACLE (16 CP)


Increases quality, and halves Inner Quiet stack. Efficiency: 100 + 10% for each IQ Success Rate: 70%

At level 58, Byregots Miracle is an all-class alternative to Byregots Blessing. Though the effect of halving Inner
Quiet stacks is nice, this effect only proves useful when reaching 11 stacks is guaranteed and the craft is forecasted
to go beyond 11.

Should that be a case, Byregots Miracle is best used early and when the stack number is odd, as the Miracle
rounds up.

In any other case, Byregots Miracle is a downgrade from Byregots Blessing as a finisher and should only be used
sparingly.

- 18 -
TRAINED HAND (32 CP)
Significantly increases progress and quality. Only available when the Inner Quiet and Whistle stack sizes
are identical. Efficiency: 150% Success Rate: 80%

Unlocked at level 59, Trained Hands activation requirements are very specific. However, should Trained Hand be
available, it is one of the most efficient CP skills. Note that after using Trained Hand, it is likely you will never be
able to use it again without the use of Byregots Miracle as the quality increase will increase the Inner Quiet stack.
If this skill can be used, the effectiveness of Trained Hand makes it a very solid skill but an unreliable one to
activate.

Trained Hand is easier to activate when the Inner Quiet stacks are around the upper-median. Be cautious when
combining Whistle While You Work and Makers Mark: Good and Excellent procs may lower your Whistle Stack too
quickly. Trained Hands activation requirement can also be helped by skipping Satisfaction procs.

HEART OF THE HAND (45 CP)


For the next 7 steps, increases chances of the material condition becoming good. An Alchemy delineation
is consumed upon use.

Note: Hand in the title refers to the current discipline. The effects of this skill are not mathematically known.

The final specialist skill at level 60, Heart of the Hand allows, for the price of 25 blue scrips, to increase the chance
of Good appearing. Note this does not increase the chance for Excellent.

If a Good appears, even while under Heart of the Hand, the next condition will still be Normal. Thus, even when at
the best case scenario Good Normal Good Normal Good Normal Good, Heart of the Hand spends 45 CP and 25
Blue Scrips for 4 1.5x rolls. Quality wise, this is equivalent (if only using 100% abilities) to an extra 200%.

With more average luck, Heart of the Hand will generate 2 and a half Goods, meaning the bonus is similarly costed
to Great Strides. Heart of the Hand is thus best used to decrease Whistle Stacks quicker. However, a more budget
option would be the use of Makers Mark, which also pushes progress.

Heart of the Hand also has a potential to do absolutely nothing (though very unlikely) due to its random nature,
and the 25 Scrip cost appends extra gil to the crafting cost of materials make Heart of the Hand a potentially risky
avenue. On the plus side, it may be activated any time, especially before string of Touches or a finisher as a CP
saving skill over using Observe many times to bait for condition.

- 19 -
SUMMARY OF CRAFTING SKILLS

- Specialist skills can be used by any class which have committed the Soul of the Crafter.
- Specialist skills are unreliable due to their nature on relying on condition procs and Whistle While You
Work.
- Cross-class skills are obtained at levels 15, 37, 50 and 54 for all classes.
- The most important cross-class skills are, in rough order:

BYREGOTS BLESSING (50 CRP)

STEADY HAND II (37 CUL)

CAREFUL SYNTHESIS II (50 WVR)

TRICKS OF THE TRADE (50 ALC)

HASTY TOUCH (15 CUL)

WASTE NOT (15 LTW)

PIECE BY P IECE (50 ASM)

MAKERS MARK (54 GSM)

- Level accordingly for cross-class skills that are most important. The above few skills are particularly of
interest.
- Use Inner Quiet often.
- Prioritise completing synthesis with either Careful Synthesis I/II or Steady Hand, rather than risk failing
synthesis for higher quality.
- When using Whistle While You Work, pay attention to CP and durability. Use Nymeias Wheel if Finishing
Touches will ruin the craft.
- Waste Not is better than Masters Mend or Manipulation when using durability consuming steps.
- 5 durability at the end of crafting is equivalent to 10 durability.

- 20 -
MECHANICS

This section is very math heavy as it describes the underlying mechanics behind Progress, CP and Quality. A
summarised version shall be presented at the conclusion of this section (with less math headaches!)

PROGRESS
Progress is determined by the following factors:

- Recipe Level (and, by extension, dlvl)


- The crafters Craftsmanship stat
- The crafters current level
- If using Whistle While You Work, whether the whistle stack is 9, 6 or 3.
- If using

Progress for normal crafts is approximately given by the function

Where is the modifier due to the difference in levels, is the current craftsmanship stat and is some small
constant

is given by the following table, note that is the absolute difference in levels:

Level < dlvl It is noted that Progress levels increase substantially when the
Level dlvl < 5 difficulty level is much lower than the actual craftsmans level. The
first row is especially important when considering high dlvl
Level dlvl > 5 (starred) crafting, as penalties can reach up to 150%!

Note that progress is unaffected by the use of HQ materials.

If the whistle stack is 9, 6 or 3, multiply the resultant output by 1.5 (i.e. 150% progress). If the recipe is elemental,
multiply progress by 0.5 (i.e. 50% progress).

Should progress hit 100% of the target progress or above, synthesis ends immediately, with the item successfully
crafted.

DURABILITY
Currently, all actions that consume durability do so at a rate of 10 per appropriate action. This can be reduced to 5
per action through Waste Not and Waste Not II, and also reduced to 0 per action when using Flawless Synthesis
under stacks of Makers Mark. Consult Waste Not and Waste Not II for more information.

Durability ends your craft immediately when it is at or below 0. Durability, no matter how much remains, does not
affect efficiency, reliability or CP consumption.

- 21 -
QUALITY
Quality is determined by the following factors:

- The condition of the item


- The crafters Control stat
- HQ Materials
- Penalty when Recipe level is higher than the crafters

Note that the following things do not affect quality gain.

- Character Level is above recipe level


- Recipe level (and by extension, dlvl)
- If using Whistle While You Work, whether the stack is of any value
- Recipes with elemental aspects

Quality gain is approximately given by the function

Where is the crafters control rating and is the current condition, and is the penalty if the recipe level is
higher than the crafters level. Determine and P using the following tables::

Normal Recipe 1 level higher


Good 2 levels higher
3 levels higher
Excellent
4 levels higher
Poor 5 or greater levels higher

***It appears for crafting extremely low leveled items, there is a minute increase in quality gained.

CONDITION
Condition is approximately given by the following probability table

Normal 75% Note that these probabilities only occur when the condition state is
Good 23% open. A condition state is open when the condition immediately
Excellent 2% preceding it is Normal. This is because when Good or Excellent occurs,
Poor 0% the following patterns can be observed:

Good Normal Open State

Excellent Poor Normal* Open State*

*It is not confirmed whether an Excellent or Good can occur after Poor, but it seems to not be the case.

- 22 -
High Quality Percentage

Upon successfully finishing synthesis, the probability that the resultant item will be High Quality is determined by
the percentage completion of the quality bar. The in-game UI displays your HQ chance.

HQ chance is only affected by:

- Percentage of Progress towards target

HQ chance is not affected by any other factor!

HQ chance is approximately given by the following function

Where is the percentage of the quality bar filled.

The quartic function is quite obviously non-linear, so graphically (with the x and y axis flipped):

Clearly, the initial 60% of


quality does not increase
the HQ chance by much.
However, an extreme
growth can be observed
when the bar is 65% to
80% full. It is this section
that effectively removes
medium chance HQ
crafts. In fact, at the point
where the the HQ chance
is around 50%, the
gradient is almost 1!

It can be considered good


practice when crafting
high end goods to commit
a Reclaim when you
expect that Byregots
Blessing cannot take you
over that 80% sweet
spot

- 23 -
EXPERIENCE
Experience gained can be considered as the HQ graph flipped. A small bonus (which appears to be random) is
granted when crafting a HQ item. The most experience gain is experienced when the quality is about 30-40% of the
bar. Thus, it is ALWAYS worth it to push for quality while leveling.

Bonus experience can only be gained at a maximum of 300%. Pushing the quality bar past the target will not grant
extra experience, nor completing synthesis with durability left over.

COLLECTABILITY
Collectability is simply the exact quality amount obtained. Going over the quality required will not increase
collectability past the maximum. For more information consult Collectable Synthesis.

CRAFTING POINTS (CP)


Crafting Points (CP) is the resource spent during crafting. Unlike GP, TP; HP and MP, CP immediately fills up upon
successful or unsuccessful synthesis.

During crafting, your CP is frozen, and does not regenerate by waiting. Also note there are no skills in the game
that allow you to skip to the next step without consuming CP or Durability!

If a buff is obtained from food or facility, losing the buff will reduce your maximum CP/Control/Craftsmanship
during that craft. This is particularly important for CP as if you have overloaded your CP with food any extra CP
from your natural maximum will be lost once the buff expires! Be sure to rebuff yourself when performing a long
or serious craft. If you are below or at your natural maximum you will still retain the same amount of CP.

Credit to:

https://docs.google.com/document/d/1yHLDESrw1JTTYVzD-GyBCt4gOkKcRA3-9Cq4hCn3O8g/preview?sle=true
for an approximation to the mathematics.

- 24 -
LEVELLING
There are many different ways to level crafting depending on your needs. Obtaining all 60 can be done in just 3-4
weeks but that will require much time and Gil! Alternatively, crafting levels can be gained slowly and cheaply,
although the experience needed for higher levels will make some levelling very slow. As always, it is advised to
follow Market Board trends to determine if some levelling methods may be more effective than others.

This section will cover levelling from level 0 through 60. I provide a suggested levelling path that takes advantage of
key skills, though straying away from this path is encouraged! Find what works, what doesnt and most importantly
have fun with crafting as a whole, instead of considering it as one massive grind to get eight separate classes to 60.

A gearing and general levelling guide is provided in a latter section. Stay appropriately geared or you may face
issues!

GETTING STARTED : LEVEL 0


To begin crafting, a character with any Disciple of War or Magic at level 10 is required. Then, to unlock all eight
crafting classes, the following Guild locations must be visited:

Carpenter New Gridania Completing the first unlock quest will grant you the ability
Blacksmith Upper Limsa Lominsa to craft, and unlock the crafting log.
Armorer Upper Limsa Lominsa
Goldsmith Uldah Steps of Thal Each quest will grant you a level 1 main hand tool required
Leatherworker Old Gridania to craft their respective disciplines items. Be warned
Weaver Uldah Steps of Thal picking up all of these in succession may clog up your
Alchemist Uldah Steps of Thal Armory Chest!
Culinarian Upper Limsa Lominsa

BEGINNING THE JOURNEY: LEVEL 1 THROUGH 5


Assumed prerequisites: All classes at level 1.

When starting out, play around with the interface. Get familiar at how it works, since this will be your bread and
butter! At this point I advise picking WVR, ALC; CUL or LTW as your first class.

First check the number of crystals you may have. At levels 1 through to 45, only the small shards will be needed.
Ensure you have plentiful quantities of each, as they are required for crafting.

If you have access to a FC home, you can purchase nearly all materials required for the next few sections with the
NPC. Else, use the materials vendor inside the respective disciplines Guild.

Purchase materials such that you can craft one of everything from level 1-5. Hit Begin Synthesis then Basic
Synthesis until completion. Congratulations, you have successfully crafted an item! (I hope).

Pay attention to the experience earned. Two sets of experience will be granted much like the Hunting Log. One
for completing successful synthesis, and the first time bonus. Since every item from 1 through to 5 can be made
through NPCs, this is a great way to boost through the early levels. Do NOT forget to push for quality after Basic
Touch and Steady Hand are unlocked!

- 25 -
BEGINNING THE JOURNEY: PICKING CLASSES TO LEVEL 15
Assumed prerequisites: All classes at level 1.

Following our craft everything technique, we move on to selecting specific classes to level 15. At level 15, we
have access to three cross-class slots, and only three, although getting the majority of our classes to 15 will help
the leveling process to 50 later. Since experience gain is very quick at low levels, I suggest the following
progression:

LTW 15 > CUL 15 > ALC 15 > WVR 15

Giving us access to Waste Not, Hasty Touch, Tricks of the Trade and Careful Synthesis respectively.

We obtain Waste Not first because all of our low-levelled skills consume durability, and discussed in the skills
section, Waste Not is more CP efficient than Masters Mend and Manipulation.

With our newfound Waste Not, we might have trouble using all of our extra steps with our limited CP pool. Thus,
we gain Hasty Touch to push for extra quality (and experience!) for the cost of 0 CP.

We obtain Tricks of the Trade to convert our Goods into extra CP. At this point, potentially improving a Hasty
Touch to a Basic Touch is helpful, and in some cases the ability to use Waste Not multiple times per craft is also a
blessing!

Finally, we obtain Careful Synthesis to avoid our prior reliance on Steady Hand + Basic Synthesis to complete
crafting.

Notice we have unlocked four cross-class skills when we only have 3 at the moment. Decide which ones are best
for the craft and skill accordingly. Be advised you may not change cross-class skills mid-craft, similarly to
DoW/DoM classes!

BEGINNING THE JOURNEY: CULINARIAN 37


Assumed prerequisites: All important level 15 cross-class skills to be unlocked.

After obtaining our important level 15 skills, the next important skill to obtain is Steady Hand II, unlocked at 37
CUL. This skill is not optional and should be obtained as soon as possible. Assuming 15 CUL has already been
attained, getting to 37 CUL may prove an issue if BTN and FSH have not been leveled. Use the market board, but
do not pursue crafting every item for the experience bonus it is simply not worth the Gil.

Remember to fill out the quality bar as much as possible. Use Inner Quiet for most crafts. Use Standard Touch +
Steady Hand if necessary. The majority of experience earned is through filling up the quality bar even just 30% of
the way.

At this point, is now beneficial to pursue gil-saving techniques. Check the Market Board for the cheapest crafts
around your level, and the most expensive foods being sold on the market. A word of advice completed foods at
low levels (the ones that provide +3% bonus) are almost never purchased, and the fewest material crafts arent
always the cheapest!

- 26 -
BEGINNING THE JOURNEY: ALL 15
Assumed pre-requisites: Culinarian at level 37.

With Steady Hand II under the belt, pursue leveling every craft to level 15. Steady Hand II in particular makes Rapid
Synthesis somewhat useful to us. With any luck, the path for all 15 and 37 CUL was hopefully prosperous (or
cheap!). It is now very important to remain geared.

Character DoH levels should now be all at level 15, with Culinarian ahead at level 37.

BECOMING BLESSED: WEAVER AND CARPENTER 50


Assumed pre-requisites: Culinarian at level 37.

Getting a class from 15 to 50 make take many days. Fortunately, there are a myriad of ways to level pre-50.

Grand Company Turn Ins: Your grand company will request Supply and Provisioning missions which grant massive
experience to a DoH or DoL class. Unlike collectables (more on that later), the turn-ins can be purchased with Gil
on the market board if the materials are too expensive!

Turning in an item that is HQ will grand 2x the experience and 2x the Seals listed. If an item has a star next to it, the
item is in demand (figuratively) and the listed experience and seals are approximately 2x of what it would
normally be.

Levequests: While not as powerful as DoL levequests, DoH leves are a great way to push for levels at closer to 50
as they provide scaling experience rather than a flat rate. Disicple of the Hand leves are split into 3 main types.

- Charity: Turn in sets of items up to a potential 3 times, each time giving the leves rewards.
- Constancy: Turn in sets of items once, with an NPC in that general area.
- Ingeunity: Turn in sets of items once, with an NPC in another levequests area.

Ixali Beast Tribe Quests: These give experience at the cost of beast tribe allowances. However, gaining reputation
with them allows you unlock a vendor for level 40+ crafting materials, which would otherwise be spent on the
market board. As a rule of thumb, spend beast tribe currency carefully as it can be more limiting than even
Scriptures!

Craft Everything: By mass crafting a lot of cheap items higher level than the character, massive amounts of
experience can be earned. However, this may be expensive and does not consume any allowances or require a
daily attempt. Dont forget to buy Engineering manuals at your GC to give an XP Boost!

DO NOT DO NOT DO NOT use Quick Synthesis! Quick synthesis gives minimum XP, wasting materials. 99 quick
synthesised materials gives the same experience as 25 normally crafted materials at just 30% quality, so Quick
Synthesis is a massive waste of materials (and unbelievably, time at higher levels!) Quick Synthesis is designed to
craft many lower level mats where the experience gain would otherwise not be as great. Even then, I suggest still
manually crafting your lower level mats especially when dealing with NQ materials, since the HQ bonus experience
is still nice. Quick Synthesis should be used when 10 or more levels under, since the fail rate is astronomically low
at that point and the experience gains approach 0.

- 27 -
This bears repeating. DO NOT USE QUICK SYNTHESIS TO LEVEL YOUR CRAFTS.

Byregots Blessing is a must, as is Careful Synthesis II. With Careful Synthesis II, the Basic Synthesis button can be
replaced, and your reliance on Steady Hand to push that extra 10% over Careful Synthesis is vanquished.

After obtaining both these skills, many crafts now become much easier to HQ! Careful Synthesis II now saves a
durability step for many crafts, now allowing for extra Touches. Byregots Blessing doesnt come into play until
later in crafting, perhaps around level 30, though is essential to boost HQ rates significantly, which saves time and
Gil.

The Moogle Questline is now available to you, now that one craft is at least level 50.

LEARNING IT ALL : ALL 50


Assumed pre-requisites: Culinarian at level 37. Weaver and Carpenter at level 50.

Now the process should be repeated to push all crafts to level 50. However, if your goal is to specialise in certain
crafts, a different path may be taken in this section.

If the end-goal is to push for All-60, I suggest the following All-50 path:

ARM 50 > ALC 50 > GSM 50 > LTW 50 > BSM 50 > CUL 50

However, this path may not be the one for you:

- If you have CP problems, pursue ALC 50 first.


- If you have have HQ rate problems pursue GSM 50 first.
- If you are still learning crafting rotations pursue CUL 50 first.

Remember to gear appropriately on your way to level 50. When doing turn ins, it is natural to get your WVR and
CRP to level 53, however it is ill-advised to continue to try level to 60 without first gaining the level 50 cross-class
skills.

In any case, it is strongly advised to level GSM to 50 EARLY in this all 50 path. This is because GSM has the more
useful of the eight level 54 cross-class skills, and doing daily turn-ins for all classes will make the GSM 54 grind
much easier.

Please see the respective Crafting Skills guide for each level 50 skill for more information.

If the end-goal is to use a specialist to avoid leveling everything to 60, I suggest the following path:

GSM 50 > ARM 50

This path relies on using your Soul of the Crafter on a maximum of 3 crafting classes. I strongly NOT recommend
this path as it severely limits potential crafting avenues in the future. However, gil and time may be a severe issue,
so obtaining the pure, pure, essentials may be the only issue. 54 GSM allows Makers Mark, and, when comboed
with ARM 50, make the progress section of level 60 crafts a cinch.

- 28 -
MAKING A MARK: GOLDSMITHING TO 54
Assumed pre-requisites: Culinarian at level 37. Weaver, Carpenter, Goldsmithing and Armorsmithing at level 50.

Depending on the path taken above, getting Goldsmithing to level 54 may not become an issue to you.

When leveling past level 50, it is advised, when not mass-crafting, to only perform recipes that are level 50 (1*).
While they incur an experience penalty, the difference between a level 50 (1*) and a level 51 recipe makes HQing
level 51 recipes very difficult, especially without melded level 50 gear!

Up-crafting in Heavensward territory is a very dangerous ordeal. Avoid crafting recipes 2 levels higher than your
own and dont even think about crafting 4 levels above unlike in ARR crafting!

PUSHING THE END GOAL: ALL 60 CRAFTS


Assumed pre-requisites: Culinarian at level 37. Weaver, Carpenter, Armorsmithing at 50, Goldsmithing at 54.

It is now officially free reign on which classes to level to 60!

Depending on what your DoW/DoM needs are, or the market board, after obtaining A50 and GSM at 54, there are
no more required skills for you to obtain. 54 CUL is nice, although seldom used.

Fortunately, there is another avenue for obtaining experience.

Splendor Turn-Ins: Create collectables to turn in to Rowenas House of Spendors. The quest to unlock this can be
first found at level 50. Note collectables have special properties which prevent other players from aiding you in
these crafts. Splendor Turn-ins can be very Gil intensive especially when relying on them to level, however are not
limited and can be performed infinitely during that day.

Splendor item requests change every 24 hours. Check timers to ensure you can hand in the items before the list
changes!

You will eventually have to perform Splendor Turn-Ins to obtain Blue Scrips, which are used to unlock starred
recipes. Blue Scrips can also be used to purchase Grade 3 Company Manuals which grants up to 300,000 bonus
experience per tome during synthesis!

Other methods of leveling crafts are still invaluable! A warning the scaled XP of leves makes them more useful
the close the craft is to 60.

If not pursuing all 60 crafts and instead, wanting to specialise in a craft use your Soul of the Crafter on that
class, first available in level 55 in Mor Dhona.

Note that while taking this avenue of crafting, you may still want to level all other classes to 50. This path should
only be taken when time and Gil are light, as HQ chances while using specialist abilities still is significantly lower
than attempting the craft with level 50 crafting skills.

- 29 -
LEVELLING CHEAT SHEET

Company Manuals:

Engineering Manual I and II can be purchased at your Grand Company. Level 1 grants 50% bonus XP up to 20,000
for synthesis actions. Level 2 grants 50% and up to 40,000. They can be purchased for 1140 and 2300 seals each.

Commercial Engineering Manual can be purchased for 45 Blue Scrips. It grants a 50% boost up to 300,000
experience.

Grand Company Turn Ins: Your grand company will request Supply and Provisioning missions which grant massive
experience to a DoH or DoL class. Unlike collectables (more on that later), the turn-ins can be purchased with Gil
on the market board if the materials are too expensive!

Turning in an item that is HQ will grand 2x the experience and 2x the Seals listed. If an item has a star next to it, the
item is in demand (figuratively) and the listed experience and seals are approximately 2x of what it would
normally be.

Levequests: consume allowances. The three types of levequest are:

- Charity: Turn in sets of items up to a potential 3 times, each time giving the leves rewards.
- Constancy: Turn in sets of items once, with an NPC in that general area.
- Ingeunity: Turn in sets of items once, with an NPC in another levequests area.

Ixali/Moogle Beast Tribe Quests: These give experience at the cost of beast tribe allowances. However, gaining
reputation with them allows you unlock a vendor for level 40+ crafting materials (50+ for Moogles), which would
otherwise be spent on the market board. As a rule of thumb, spend beast tribe currency carefully as it can be more
limiting than even Scriptures!

Craft Everything: By mass crafting a lot of cheap items higher level than the character, massive amounts of
experience can be earned. However, this may be expensive and does not consume any allowances or require a
daily attempt.

Splendor Turn-Ins: Create collectables to turn in to Rowenas House of Spendors. Splendor Turn-ins can be very Gil
intensive especially when relying on them to level, however are not limited and can be performed infinitely during
that day.

- 30 -
THE HOUSE OF SPLENDORS

The House of Splendors is located in Mor Dhona (and eventually at level 60, Idyllshire), and is used to trade daily
collectables in exchange for experience and a small amount of Gil. Eventually, at level 56, the option to obtain Blue
Scrips by trading in adequately leveled collectables becomes available. At level 60, Red Scrips become available.

The House of Splendors cycles the turn-ins daily. Thus, ensure to turn in every collectable! Each item on the list is
repeatable infinitely. This can make power leveling an option if the requested item has cheap material costs.

Blue Scrips can be exchanged for:

- Commercial Engineering Manual


- Master Tomes III
- Master Tomes IV
- Delinations for Specialist Classes
- Level 58 Adept Gear

Red Scripts can be exchanged for:

- Crafting Materia V
- Crafting Materia IV
- Goblets for i200 Gear

Note that since the i200 Gear is the highest leveled crafting gear (not necessarily the best!) Red Scrips are capped
at 450 a week. Conveniently, if not chasing after the gear, 450 Red Scrips is just enough to buy 1 Materia V and
Materia IV, saving Gil on expensive Crafting Materia V.

GEAR REFERENCE
A quick table to describe when to change gears through the leveling progression:

Level Set Acquisition


6 Hempen Shepherd NPC
9 Amateurs Kurta NPC
18 Cotton Kurta NPC
26 Velveteen Coatee NPC
30 Velveteen Gown NPC
38 Linen Coatee NPC
43 Woolen Gown NPC
48 Felt Gown NPC
50 DoH Set Quest

Gears past 50 are variable and require special attention if they are suitable. Most notably, Adept gear at level 58
has a severe lack of control.

- 31 -
CREATING CRAFTING ROTATIONS
This section serves as a guide to aid a crafter to help make the best choices for whichever stats they may have. All
information in this section is dependent on each crafter, and once again, is only a pointer!

This section of the guide will use the following format to describe steps in a rotation:

Dura. B Action Dura. A Eff% Suc% IQ


70 Rapid Synthesis 60 250 50 0
60 Inner Quiet 60 - - 1
60 Advanced Touch 50 150 90 1-2

Dura. B and Dura. A refer to the durability before and after an action. Eff % and Suc% refers to the efficiency and
success chance respectively and any columns thereafter refer to any relevant stacks.

I apologise if the table is confusing to understand. It helps to read the table from left to right, such for instance in
the first row, With 70 durability before, use Rapid Synthesis, bringing down the durability to 60 at a 50% success
rate.

WASTE NOT / WASTE NOT II


Waste Not is a very important skill to master as the CP saving abilities of Waste Not are dependent on actions
taken after its use. Most notably, Waste Not loses its effect if non-durability consuming effects are performed.

Consider:

This table is a display of what NOT to do.

Dura. B Action Dura. A Eff% Suc% WN


70 Waste Not 70 - - 0
70 Inner Quiet 70 - - 4
70 Ingenuity 70 - - 3
70 Innovation 70 - - 2
70 Advanced Touch 65 200 90 1
65 Advanced Touch 55 200 90 0
While this may be obvious, we can abuse the fact that 5 durability is identical to 10 durability at the end of
synthesis to use non-durability consuming effects! Consider the following order of Steady Hand and Waste Not:

Dura. B Action Dura. A Suc% WN SH II


40 Steady Hand II 40 - 0 0
40 Waste Not 40 - 0 5

Dura. B Action Dura. A Suc% WN SH II


40 Waste Not 40 - 0 0
40 Steady Hand II 40 - 4 0

- 32 -
As Waste Not has 4 steps and Steady Hand has a 5 step duration, it may seem correct to use Steady Hand then
Waste Not. However, that is not always the case! In most cases, if durability abilities were going to be used
anyway, it is better to use Waste Not before Steady Hand. This is illustrated below:

Using Steady Hand before Waste Not

Dura. B Action Dura. A Suc% WN SH II IQ


40 Inner Quiet 40 - - - -
40 Steady Hand II 40 - - - 1
40 Waste Not 40 - - 5 1
40 Basic Touch 35 100% 4 4 1
35 Basic Touch 30 100% 3 3 2
30 Basic Touch 25 100% 2 2 3
25 Basic Touch 20 100% 1 1 4
20 Basic Touch 10 70% - - 4-5
10 Careful Synthesis II 0 - - - -

Using Steady Hand after Waste Not

Dura. B Action Dura. A Suc% WN SH II IQ


40 Inner Quiet 40 - - - -
40 Waste Not 40 - - - 1
40 Steady Hand II 40 - 4 - 1
40 Basic Touch 35 100% 3 5 1
35 Basic Touch 30 100% 2 4 2
30 Basic Touch 25 100% 1 3 3
25 Basic Touch 15 100% - 2 4
15 Basic Touch 5 100% - 1 5
5 Careful Synthesis II -5 - - - -

Notice in both examples the differences. Since we planned to only use Touches and Synthesis after Waste Not /
Steady Hand, we can apply this technique. In the second example, after committing our Steady Hand II, we used all
5 stacks on Touches, rather than in the first example where we lost a Touch at 100%.

Care should be taken to NOT use this strategy with Waste Not twice in succession! Using this technique once works
wonders with 5 durability, but notice shaving another 5 durability will effectively negate our hanging durability,
making it less Waste Not and more Wasteful. Heh.

These rotations also apply to Waste Not II. However, Waste Not II has a bad reputation of forcing the crafter to use
7 to 8 durability steps. While the incredible CP saving may be a blessing, this forced action taking may be a
dealbreaker. However, Waste Not II does fit nicely in that 5 Touches with Steady Hand II and 2 Synthesis actions
make up the 7 durability steps, which saves plenty of CP for other required steps.

- 33 -
COMFORT ZONE
Comfort Zone is a skill that should be used frequently, however care must be ensured that at least 9 steps are
consumed. Comfort Zone should be used often in 70 or 80 durability crafts, but should be restricted to, say, once
in a 35 or 40 durability craft.

Good times to use Comfort Zone are:

- Directly after Makers Mark


- Before the first string of Touches
- When 10 steps are guaranteed with minimal CP costs

A reminder that Comfort Zone costs 66 CP, and there are currently no skills in the game that allow you to skip
steps for 0 CP and durability.

Dura. B Action Dura. A CP Mak.M CZ


70 Makers Mark 70 -20 - -
70 Comfort Zone 70 -86 16 -
70 Flawless Synthesis 70 -78 15 10
70 Flawless Synthesis 70 -70 14 9
70 Flawless Synthesis 70 -62 13 8
70 Flawless Synthesis 70 -54 12 7
70 Flawless Synthesis 70 -46 11 6

70 Flawless Synthesis 70 -14 5 1
70 Flawless Synthesis 70 -6 4 -

Comfort Zone has reduced our cost of Makers Mark from 20 CP to 6 CP! Recall this is equivalent to the cost of
Muscle Memory, the other progress pushing step one skill, without consuming durability!

Comfort Zone is also great when used before the first string of touches (notice Waste Not before Steady Hand):

Dura. B Action Dura. A CZ IQ WN II SH II Suc%


70 Comfort Zone 70 - - - - -
70 Inner Quiet 70 10 - - - -
70 Waste Not II 70 9 - - - -
70 Steady Hand II 70 8 - 8 - -
70 Basic Touch 65 7 1 7 5 100
65 Basic Touch 60 6 2 6 4 100
60 Basic Touch 55 5 3 5 3 100
55 Basic Touch 50 4 4 4 2 100
50 Basic Touch 45 3 5 3 1 100
45 Careful Synthesis II 40 2 5 2 - -
40 Careful Synthesis II 35 1 5 1 - -
35 - - - 5 - - -

Which uses up all 10 Comfort Zone stacks quite nicely, gaining 14 CP.

- 34 -
MAKERS MARK AND PIECE BY PIECE
Recall Makers Mark grants stacks equal to , rounded up.

Thus, Makers Marks effect scales with difficulty level. Additionally, recall that Piece By Piece also scales with
difficulty level (grants an immediate 33%).

Since Makers Marks effect only requires it to be used on the first step, combining the two provides a very
powerful progress-pushing tool. Only two uses of Piece By Piece shall be used, as the diminishing returns of the 1/3
gain become apparent rather quickly.

Only use this technique if the required progress is very high (1400+)! It is most likely better to use Careful Synthesis
II or another method of gaining progress as it may be more CP efficient.

An example of this technique is illustrated below, with the approximate progress listed in the column assuming a
standard 90% distribution for a 1600 difficulty item:

Dura. B Action Dura. A Suc% Approximate CZ MM


Progress
70 Makers Mark 70 - - - -
70 Comfort Zone 70 - - - 16
70 Steady Hand 70 - - 10 15
70 Piece By Piece 60 100 533 9 14
60 Piece By Piece 50 100 889 8 13
50 Flawless Synthesis 50 100 929 7 12
50 Flawless Synthesis 50 100 969 6 11
50 Flawless Synthesis 50 1009 10

70 Flawless Synthesis 70 90 1329 - 2
70 Flawless Synthesis 70 90 1369 - 1

Assuming average luck of one failure of the 10 90% Flawless Synthesis, we have 1369/1600 progress for 20
durability and less than 60 CP! This combo is very potent and can be combined with Whistle While You Work to
reap additional CP benefits (do not worry about the bonus 50% prematurely completing the craft, Whistle While
You Work does not work on Piece By Piece nor Flawless Synthesis).

SUMMARY
Frankly, some crafting math is too difficult to calculate on the fly! There are a myriad of crafting simulators online,
and most are accurate in their portrayal of crafting.

However, keep some crafting techniques in mind as many solvers rely on picking the best of randomly generated
sequences of actions. Learn certain rotations and youll pick up nuances that will improve your understanding of
crafting. Interactions between skills are important master those and crafting becomes a cinch!

- 35 -

You might also like