Enki&Co. A blog for our Eorzean adventures

Crafting Tutorial

Contents of the thread:

  • 1. Introduction:
  • 2. Walkthrough:
  • 2a Preparations:
  • 2b Crafting:

1. Introduction:

You've decided to try a Disciple of the Hand but you have no idea where to start. Don't worry! Here hopefully you'll find many resources that will help you understand the matters of crafting and the ways in order not to destroy your computer when you fail. First you need to remember this; if you have no patience, you better drop it now. I know this because I'm not very patient, but you'll win nothing from getting mad at it or ragequitting your craft.

There's a large variety of Disciples of the Hand, which can be classified into Physical Crafting and Magical Crafting. As you can see some of the classes will sound familiar to you if you played FFXI.

Physical-based Crafting

  • Carpentry
  • Armory
  • Blacksmithing
  • Leatherwork

Magical-based Crafting

  • Cooking
  • Alchemy
  • Goldsmithing
  • Weaving


Class: Carpenter (CRP)
Tools: Handsaws (main), Clawhammers (sub)
Guild Location: Gridania

Description: Workers of wood, carpenters possess expert knowledge of the hardness, pliability, weight, and value of all types of timber. Their creed is to bring these natural traits to bear in the form of various wares, including utensils and furniture.


Class: Armorer (ARM)
Tools: Raising Hammers (main), Pliers (sub)
Guild Location: Limsa Lominsa

Description: Armorers treat and work the malleable metals of Eorzea into all forms of armor. By binding together sheet, stud, and link, they are able to produce garb of plate and chain that has saved the lives of countless adventurers. Though the armor trade once fell within the realm of blacksmithing, advancements in both metallurgical techniques and material refinement led to its necessary specialization, and it is now recognized as an official profession by all nations.


Class: Blacksmith (BSM)
Tools: Cross-pein Hammers (main), Files (sub)
Guild Location: Limsa Lominsa

Description: It is in the fires and on the anvils of Eorzea's blacksmiths that weapons and tools of metal are crafted. Their work is in demand at all times in nearly every location, whether it be hammering the blade of a sword at the forge, or whetting the edge of an axe at camp. Blacksmithing techniques are capable of weakening enemies constructed of metal, as well as discovering loot that would otherwise be overlooked by the untrained eye. Blacksmiths provide an edge to themselves and others by ensuring that weapons are always kept in optimal condition.


Class: Leatherworker (TAN)
Tools: Headknives(main), Awls(sub)
Guild Location: Gridania

Description: Contrary to popular belief, a leatherworker's skills are not limited to the mere boiling and dying of pelts and skins, but also encompass those of an armourer and clothier, for a true leatherworker would never entrust his hides to the hands of another. The tanner's skill is used in procuring the various coats and furs necessary for his trade, which is the reason why many who choose this profession tend to dabble in hunting and trapping as well.


Class: Alchemist (ALC)
Tools: Alembics (main), Mortars(sub)
Guild Location: Ul'Dah

Description: Masters of Science and Nature, the devilish and the divine, alchemists ensure their livelihood through the transmogrification of mundane materials into wondrous waters -- from curative concoctions to potent potables.


Class: Culinarian (CUL)
Tools: Skillets (main), Culinary Knives(sub)
Guild Location: Limsa Lominsa

Description: Armed with a cornucopia of ingredients from across the realm, and versed in methods from the far corners of Hydaelyn, these master chefs help adventurers maintain their strength on the battlefield, bringing truth to the age-old adage that the road to victory truly does run through one's stomach.


Class: Goldsmith (GLD)
Tools: Chaser Hammers (main), Grinding Wheels (sub)
Guild Location: Ul'Dah

Description: Goldsmithing is the practice of working precious metals and stones into a multitude of accessories that appeal to the Eorzean aesthetic. It also makes use of golds and silvers, rubies and sapphires, and a myriad of other materials to decorate weapons, armor, and tools.


Class: Weaver (WVR)
Tools: Needles (main), Spinning Wheels(sub)
Guild Location: Ul'Dah

Description: Weavers excel at weaving and is a craft that works with natural threads to craft lightweight armor and capes often used by magic wielding classes.

2. Walkthrough:
2a Preparations:

So you're fairly decided that you want to craft but you're wondering 'Where do I start?' Very simple. Unless you have started the game as a Disciple of the Hand, you will most likely need to buy the appropriate tools of the craftmanship, which can easily be bought at the Market Wards of your city-state. If you do not have money you'll have to complete a couple of Battlecraft/Gathering levequests in order to obtain enough gil to buy the tools, or you can also do the main story line. Once you have your tools ready it's time to get dirty. Go to the NPC for Local Levequests in your Adventurer's Guild.

Local Levequests NPC:

  • Limsa Lominsa: T'mokkri (Mi'qote, 5-7)
  • Gridania: Tierney (Hyur, 6-6)
  • Ul'Dah: Eustace (Hyur, 4-6)

While choosing your handcraft levequests, make sure they're aimed for your rank. Even though you're not that rank, you can still do them but chances are you're likely to botch the synthesis, thus not gaining as much Rank Points as you would if you were successful. Once you've selected the levequest(s) you will be doing, pay close attention to the journal entry of the levequest. Unlike Battlecraft levequests which can be triggered upon attuning with the Aetheryte, to start a Local levequest you'll need to first get your synthesis materials from an NPC, which changes from leve to leve. This NPC can sometimes be the same for different classes and can often be an NPC at various Camp locations. These materials won't appear in your inventory but will appear on the crafting screen upon pressing the 'Requested Items' button, but we'll get to that later.

Once you have your items, it's time to get crafting (finally!). Before that you can get craft support from various NPCs, specially the ones at the guild but also in each Camp.

2b Crafting:

Once you access your menu and select Synthetize, you can either put your own ingredients or click on 'Requested Items'. Upon pressing that button, you'll be allowed to choose the Levequest you'll be using materials for. Remember that before this point you must have gotten your materials from the NPC referred in the text of the Levequest. After this, the materials will magically appear on your materials slot in the synthesis window. In my case I did "Chalk on Ice" as an example, an Alchemist levequest.

Right after choosing Synthetize, a window will pop which will allow you to either select to use the 'Requested Items' (Levequest materials) or use your own. In this case we'll be using the former and continuous windows will ask you which levequest you need the materials for and to choose the ending result according to the levequest. After the materials are on the synthesis window, you can either opt for Main hand or Off hand. Currently it is unknown why are they for, I suggest sticking to Main hand for mostly everything while using Off hand for small items. Take this last suggestion with a grain of salt.

Now it's time to finally get some work done. After getting through and selecting the Wind shards used for the recipe (during Levequests they're 'free') it's time to hit the "Main hand" or "Off hand" button to start the crafting mini-game. To be good at it you need to know some basics:

  • Time bar: When it reaches 0 you won't be able to choose an action
  • Progress bar: When it reaches 100%, the item will be created, unless Durability hits 0.
  • Durability: Will be used upon each action, reducing it with each of them. Once it hits 0, the item will break and thus synthesis will fail.
  • Quality: Determines the quality of the resulting item. Only important when going for High Quality on said item.
  • Standard Synthesis: The one you'll be using more often. It uses up 10 or so Durability and grants you a great amount of Progress (around 15 to 20%). It can fail and even though you'll gain some Progress, the Durability from the item will resent from it.
  • Rapid Synthesis: For when you think the Synthesis is lost. Involes great risk, but spends little Durability once successful. I suggest using this if you have low Durability and are close to 100%.
  • Bold Synthesis: This option is the one that uses up more Durability. It is unworthy unless you're way ahead of the synthesis and want to HQ. Through usage of great amount of Durability, the object will gain more Quality than using the Standard Synthesis.
  • Wait: Allows the synthesis to repose, specially on the "multicolor ball" phase. I will explain more about it in a bit. It uses up one(1) Durability upon usage and subsequent times will use more. I don't advise to use it consecutively.

As you can see, the synthesis starts with the "white ball" phase. When the item is in this phase it is relatively stable, and it's the best to use Standard Synthesis.

Upon using Standard Synthesis you can see it had success, and thus gained 20% in the Progress bar. Now the item is in current "multicolor ball" phase. During this state the item will glow in different colors (NOTE: This is not the same as when the harnessed element of the synthesis breaks free). During this phase, and after having used Standard Synthesis, I advise to use the Wait command.

As you can see, using the Wait command allowed the item to recover to a stable form or "white ball" phase. It won't always be this way, in this case I was a bit ahead of the synthesis, but I found it to usually be really useful. Durability has been used with 1.

Using Standard Synthesis one more time will make our item react in the same way, progressing towards the 100% and turning, this time into "red ball" phase. This time the ball is stable but its colour is red/white. I tend to use Standard Synthesis but it looks more unstable than "white ball" phase. Because of this, it's easier to fail the synth.

When this happens a great amount of Durability is lost, yet gaining some progress. After it, it turned into "yellow ball" phase. I find it very similar to "white ball" phase, and treat it like it.

As you can see, it is really easy after you settle the basics. Doing it one more time, boom! We hit 100%. After doing so we'll have two options (only one if you craft items that are non-gear): Finish or Touch Up. The first one will finish the synthesis (duh) and you'll earn your SP and EXP, as well as the item resulting from the synthesis). Using Touch Up will decrease your Durability (dangerous if it's already low) for a chance of increasing the Quality of the item. I haven't found myself using it at this early stages.

You've succeeded? Congratulations! If you see yourself stuck trying one synth, make sure you have the right rank level for it as well as for the "sub-craft" used in the recipe (it will usually tell you so right before the shards menu). For all you still trying, keep up at it! Soon you'll get out of the bad batch and will be able to enjoy the so-called joy of the crafters!