THE FFXIV GUIDE FOR THE FRUSTRATED GIRLFRIEND - v1.2 ****************************************************************
Chapter I: Locations
- Limsa Limosima
- Garlean Empire
Chapter II: FFXIV Terminology and Abbreviations
-Guild Leve, Leve, ect.
~Repair NPC Locations
-Retainer / Market Wards
-Main Scenario Quest
Chapter III: Basics of Navigating & Battle
-The Menu: Att & Gear, Inventory, Journal, Return, Configuration, Point Allotment, Actions & Traits.
-Map, Mini Map, and Journal Map
~Mini Map Color Key
-General Battle Tips
Chapter IV: Synthesis / Crafting
-8 Blank Boxes
-Actions During Synthesis: Standard - Rapid - Wait
-Orb / Glow Color
Chapter V: A Mini Start Guide to FFXIV
END OF CONTENTS
**************************************************************** Chapter I: Locations Ul’dah:
Place where we started – Ul’dah is essentially in the ‘middle’ of the other two city states. Home of the Thaumaturge, Gladiator, Pugilist, Goldsmith, Miner, Weaver, Alchemist and Maurderer’s guilds. Nearby camps: Black Brush, Horizon, Drybone, Bluefog, Broken Water. Gridania:
Located in the East, pretty much a huge frickin’ forest with wolves all over the place. Home to the Lancer, Archer, Conjurer, Leatherworker, Botany and Carpenter’s guild. Nearby Camps: Camp Bentbranch, Camp Emerald Moss, Camp Tranquil... Limsa Limosima:
Located on the West Coast, city state on the ocean with water on nearly all sides. Home to the Culinarian, Blacksmith&Armorsmith, Fishing – it also has the Musketeer’s guild (dudes with guns) but nobody is sure why/if that will become a class. Nearby camps: Camp Black Beard, Camp Bloodshore. Ishhard:
Huge walled city nobody can access yet. Only information are rumors about a Dragon Hunter’s guild. Garlean Empire:
Located somewhere to the Far North/Northeast – Mysterious empire who invaded and destroyed Ala’Mihgo then retreated. Assumed bad guys because of that – but no real additional information. Chapter II: FFXIV Terminology and Abbreviations Abbreviations: You will see these on gear and used by players sometimes to shorten names. Once you see them a few times it’s easy to remember.
ALC – Alchemist
GLA – Gladiator
ARC – Archer
THM – Thaumaturge
CON – Conjurer
PGL – Pugilist
LNC – Lancer
BOT – Botanist
FSH – Fisherman
MRD – Maurderer
ARM – Armorer
MIN – Miner
BSM – Blacksmith
TAN – Leatherworker (Tanner)
CUL – Culinarian (Cook)
WVR – Weaver
CRP – Carpenter
GLD – Goldsmith
DoL – Disciple of the Land (Fisherman, Botanist, Miner)
DoH – Disciple of the Hand (Crafter)
DoW – Disciple of War (Melee types/Tank)
DoM – Disciple of Magic (Thaumaturge/Conjurer) Attributes:
– what they mean – This is only to the best of my knowledge. SE is NOTORIOUS for having stuff we don’t know about. I wouldn’t be surprised if certain attributes were hidden modifiers to crafting, weapon skills/TP abilities/harvesting etc. STR
– Directly effects weapon damage for anyone who doesn’t cast damage. DEX
– Directly effects accuracy with weapons and TP abilities. Also speculated to help evasion. VIT
– This increases your Defense and your maximum HP. INT
– Helps magical damage – so far as we know only useful for casting classes. MND
– Increases your MP pool and your magic defense. Also increases the amount you can cure for – but very slowly/minimal. PIE
– Piety is magical accuracy. It’s a very untested/unknown stat right now – but all anyone knows is it helps casters land debuffs and nukes – kind of like Hit rating in Warcraft.
Another thing is Elemental Points
– these are also known as Elemental Affinity. They help your RESISTANCE against the element you assign the point too – however Elemental Points also increase your damage with elemental based spells, attacks, TP moves or even normal attacks from weapons with a type of elemental damage – i.e. a Conjurer assigns ALL HIS points to Fire – his Lightning spell will suck horribly but his Fire spell will be VERY potent and powered up. ALSO: It’s said to help Crafters and mob farming… If you assign a lot of points to Wind – mobs will drop you more Wind Shards and Wind Crystals, etc. This is 1 thing 100% confirmed by an SE announcement – so we know Elemental Points effect Shard drops from mobs. More on Shards later! HP/MP/TP:
Hit Points/Magic Points/Tactical Points. I know you know this but I want to be thorough – TP are gained by hitting the mob with ‘normal’ attacks – which generate/save up TP for more powerful attacks. You might almost consider it like a rotation… Light Shot, Light Shot, TP Move, Shot that binds enemy in place if he’s getting close, Light shot, light shot, TP move, etc. TP moves should be probably used in every battle. ALSO: Each class’s TP moves have special properties against certain enemies. In FFXIV – some monster families (like mob types) have BREAKABLE PARTS. AKA: You can knock the Horn off a Goat – which will make him unable to use his “charge” move. Some monsters have armor on their sides - so you have to attack from front or rear only..etc.. or some TP moves will break off their protective armor.. not much known about each yet. Hate:
Just because you mentioned last night. Having Hate is the same thing as having Aggro. Aggro is also a termed used in FF when you accidently pull a monster or sometimes ‘aggros’ you from afar. AKA _ “HOLY !(#! I AGGROD A BUZZARD” – As a DD you don’t want Hate – but apparently tanking is pretty difficult right now so you’ll probably have it. I can’t even cure someone without pulling hate usually. It’s wonky still – but people are still learning how to tank correctly. Guildleve, Leve, Leves, Regional Leve, Battlecraft, Field craft Leve, Local Leve:
Different type of the FFXIV equivalent of quests. There are the things that reset every 36 hours. Consider these your ‘every other dailies’ basically. You can do 16 leves per reset period. 8 Regional Leves and 8 Local leves. Regional Leves are Battlecraft and Fieldcraft – AKA Fight stuff or whack trees/hit rocks/fish. So you can do 8 of those fighting quests you’re familiar with or maybe do 4 and try out Fishing or something. You can also do 8 Local Leves – AKA Crafting. When doing Local leves – the materials are provided for you by the client. Sometimes you have to travel to the client (in the city or to a camp) to get the materials. Then you make it and hand it over to them. There are also FACTION LEVES – but these are rank 20+ only and not a lot of information yet. There are DIFFERENT RANKS for Guildleves. You’ll see them open slowly – Rank1, Rank10, Rank20 (15s will appear in there for crafting sometimes) – they give you a GENERAL GUIDE for WHAT CAMP you should be working out of. That being said – some Guildleves are HARD AS HECK – and some are much easier. Another part is getting and activating your leves. You obtain them from the respective Adventurer’s Guild – people standing behind the counter. The person on the right hands out Local (crafting) Leves and the person on the left will always hand out the Regional (Battle/Harvesting) leves. You pick what you want – check to see where they’re asking you to go (Battlecraft are sorted by camp, so easy to tell where you need to travel) then head out to the destination. You activate them by interacting with the Crystal there and select Initiate Levequest, then follow the instructions! Leve Difficulty:
As you know – you can choose the difficulty rank of your Leve when you begin it. The Rank1 can usually be done on difficult once you’re closer to Rank10 – but the mobs hit REALLY HARD. I’ve died on Rank1 leves as Rank10 before being careless. The Rank10 camp and rank20 camp leves are INSANELY hard on multi-star difficulties… usually used for larger groups of people.
Adventurer’s Guild – There are 1 of these in every city. Ul’dah is the Quicksand – Limsa Limosima is The Drowning Wench and Gridania is the Oak Atrium. These are usually centrally located in every city and they distribute all Leves. Repair NPC:
You’ll see people talking about the Repair NPC all the time. There’s 1 NPC in every city that can repair gear for you when it gets too damaged to be useful. They can only repair your gear to 75% out of 100% - but do it much quicker then players can. They charge you Gil based on the level of item you’re reparing. AKA: My level 1 weapon costs 140gil to repair – but my Cotton Coif (level 12) costs 6,000 gil. They charge the same amount – NO MATTER WHAT. Even if you repair your armor at 74% and he repairs 1% total – he’ll charge you the FULL price. It’s best to let your gear get to the FIRST stage of Gear Damage before you repair. Repairing too early will cost a lot if you do it too frequently. Repair NPC Locations
Ul’dah – Outside the Adventurer’s Guild – on the outside ‘loop’ – it’s usually massively laggy near him because people surround him. His name is Grigorio or something – he’s near the wall on the opposite side from the steps leading into the Adventurer’s Guild.
Gridania – I can’t remember the names – but north of the Oak Atrium there’s a shopping district that’s PACKED with people. You pass through the first one going north – and he’s in the second section on the right hand side surrounded by people crafting.
Limsa Limasima – West Hawker’s Alley – it’s on the LOWER level of the city – so you have to find steps to go down a level before you’ll see it on the map. Once there – Hawker’s Alley is on the map. Just look for the crowd and give people time to load in. Gear Damage:
There are 2 stages of Gear Damage that I know of. The first time – you’ll get a new icon and a message that “Your suffer the effect of Gear Damage” – the first message isn’t a big concern if you’re out and about fighting stuff – worry about it when you finish. The second message is more severe – the icon you get will appear RED and it will actually cause you to gain less skill points and most likely do much less damage. I’ve never let it get down this far personally. Camps:
Camps are something people will mention a lot. They are another central hub of activity outside of main cities. Some Camps are very far away from the city and can take 15-20 minutes of hiking and dodging Buzzards to make it to. Sometimes you’ll be asked to deliver stuff to camps. All Battlecraft leves are initiated from Camps and their Crystals. There seem to be 4-5 camps around each city – each at increasing distances and difficulties but not always in the same direction. (AKA: Outside Ul’dah – there’s a camp way West, one way north, two kinda middleish and one faaaaaaar southeast) Aethercyte Crystal/Node/Gate:
These are the giant crystals you already know about. There’s 3 types – Crystals are always at camps and in major cities. Once you talk to you – you can teleport back to it. There are also Nodes – they appear after you finish a Regional Leve and teleport you back/give you your reward. On the map you’ll see Blue/Red colored markers with names sometimes (not in a city, on the outside map) – These are Aetherial Gates – Like checkpoints sort of. They can teleport you back to the last CAMP CRYSTAL you touched. AKA: You touched the Camp Drybone Crystal and ran around for 30 minutes exploring. You touch the Gate – it will have an option to teleport back to Camp Drybone for you. NOTE: THE LAST CAMP CRYSTAL YOU TOUCH IS WHERE YOU “RETURN” (Return is used when dead, from the menu) TO ONCE YOU RESURRECT. Sometimes I’ll touch a crystal then go run an errand – intentionally kill myself and let myself get teleported back to avoid the run. You lose Item Durability for this but it can save time. Anima:
This is the resource that allows you to teleport from place to place. It’s LIMITED – but recharges at a rate of 1 per 4 hours – or around 6 per day. Once you run out you have to wait for it to build back up. There’s no other known way to obtain additional anima. Retainer/Market Wards:
You’ll see this mentioned also. Market Wards are an Instanced area (similar to WoW) that people set up shops to sell stuff. There are MANY sections to Market Wards right now and they’re unorganized. Hopefully they will be sorting them soon – maybe even tomorrow (maintenance tomorrow apparently) – in which each section will have a specific item type so it will be more organized. A retainer is an NPC you get and can set up shop/use as storage if you don’t want to sell anything. You can ONLY call your retainer inside the Market Ward – it will be an option that appears as ! under your menu. Once you call them – just follow the options for exchanging items. This is where Bazaar comes in. Your Retainer can set up a Shop/Bazaar for you and will stay there indefinitely. The ONLY circumstance retainers disappear under is when they do server maintenance; you must resummon your retainer to put him back after that. You yourself can also set up a 10 item Bazaar yourself that will put a tiny little bag next to your name which people can look at. You can check other people’s Bazaar by targeting them, going into the menu and selecting Browse – you’ll begin looking at their wares. Main Scenario Quest:
The main scenario quest is basically the current main storyline. This is the thing that can be done at Rank1, Rank10, Rank 15, Rank20, etc. I’ve done up to the Rank10 one and not continued. They usually give a nice chunk of Gil. Class Quest:
Once you hit Rank20 – you can join a guild. Before joining they will ask you to do your first Class Quest – you complete the quest and get awarded Guild Marks (used to purchase skills from that Guild only – (aka Fisherman Guild marks will not get me anything at the Thaumaturge guild) – It’s assumed there are many Class Quests as you rank up – but the first is at 20 Class Rank (AKA: 20 Archer – physical level doesn’t count) and then it goes from there. For general FFXIV talk and terminology – that’s all I can think of off the top of my head. Moving on. Chapter III: Basics of Navigating & Battle Control:
Keyboard Keys for movement are general gaming Keys: A, S, D, W and Number Keys: 8,4,6, and 2. To move the camera with keyboard you can use Keys: J, K, L, and I. The hot bar is setup much like Warcraft so it should be slightly familiar. I tend to use the mouse for my general running around/targeting stuff because it’s much easier – and I’ll use the keyboard when actually engaging stuff – so I sorta use both. I’m not familiar with all the keyboard commands but those are in the manual. The Menu: This is a big one. There’s a lot of stuff you can do from the menu. I’ll do a short breakdown of stuff I remember or that’s important. Attributes and Gear:
This lets you see your stats and change/equip gear/swap gear. You cannot change gear under any other section of the menu. Inventory:
Allows you see items you’ve looted – set up Bazaar – discard items – check item information – check Crystals and Key Items and also peek at your Bazaar contents. Journal:
This is a record of Levequests or Missions/Storyline Quests you’ve done. It has a sort able menu you can filter out what you’re looking for. When looking for particular Leves – Remember that BATTLE are under Regional – and Crafting ones are under Local.
Return: This returns you to your last touched Crystal. Use this when you die (there ARE resurrect spells in game but they’re rank 40+) – OR use it to teleport for a cheap 2 Anima to your Homepoint/Hearth, etc. Configuration:
Makes some setting changes. Also you can adjust MACROS from here. Macros are just like wow – command sequences to assist you doing stuff faster. Currently – I only use macros for Class changing but I’m considering making a Cure macro but we’ll see… I have 6 macros to switch between ALC, BOT, CUL, THM, CON and now GLA. It is MUCH FASTER then trying to do it from the menu – it’s instant when using a macro and you avoid the UI lag of item switching. We can go over this separately but here’s an example of a macro I use. /equip main “Weathered Scepter” The bold is the macro – nothing else. It does require the / even though it doesn’t look bolded. This switches me to THM instantly. You access your macro palette by holding down CTRL or ALT – it brings up a menu showing the titles of your macro and they disappear when you let go of the button. So CTRL+1 would instantly switch me, etc.
When you have a CRAFTING TOOL ONLY – you will have the SYNTHESIS option at the TOP. You use THIS to commence crafting. I would like to show you an example of crafting in person before you try it because there’s a bit too it and it’s much easier to show you and then let you try on some of mine so you can see how it works. Okay? SYNTHESIS will NOT appear if you don’t have a crafting tool equipped. Point Allotment:
You know what this is. You assign attributes and elemental points here. IMPORTANT - UNDER POINT ALLOTMENT: You can REASSIGN (I think that’s what it’s called) your points!!! Which means if you don’t like the way you set it up... you can reset them… but! You can only readjust a CERTAIN AMOUNT per 30 minutes. So to switch ALL your points would take a little bit – but this allows you adjust on the fly. Getting killed WAY too easily by this quest mob? Reassign some STR points into VIT and voila! More HP to help out! Actions & Traits:
This is another big one. There are 3 categories in this section. Abilities, Traits and Actions I believe. I will break them down because they are all very important. Abilities:
Abilities are stuff like Light Shot, Cure and Raging Strike. Each level you have a certain amount of “points” you can use. Each Ability has an assigned ‘point cost’ associated with it. Say you have 7 Points (these are displayed on the right hand side in a format like 4/7 or 0/7, etc) – Light Shot and Cure cost 3 points each. You assign them to your bar. You try to assign Raging Strike which costs 2 points – but it will not allow you because you’ve already reached 6/7 points – using 2 more would make it 8/7 which you’re not capable of doing. You gain a level and you limit goes to 0/9 – you assign Raging Strike, etc. This is what prevents you from just getting every ability and using them all at the same time. That being said it allows you to customize your character to each unique situation you may come across. Traits:
These are things you assign that aren’t activated like abilities. They’re kind of like talents – they change, improve or alter you or an ability somehow. I don’t have a lot of information on traits – but I think Archer gets one like Quick Move or something – which makes you move 20% faster when in Active Mode. These have their own separate bar and points. Actions:
These are at the bottom – these are for crafting. Crafters can put them down there to get bonuses/help while crafting. They don’t count towards any point allotment or anything – mine just sit there all the time.
[/b] The Map, The Mini-map and The Journal Map:[/b] There are actually THREE maps in the game. The normal map which you’re familiar with shows you general locations on the map and your relative position (displayed by an arrow with the point facing the direction you’re currently looking); Second is the Mini-map – in the corner usually unless you’ve relocated it. This displays Friendly NPCs, Characters and mobs. Last but NOT least – the Journal Map. During some quests NPC’s might say “I MARKED YOUR MAP FOR YOU…” or something like that – to see this PARTICULAR map you enter your Journal and usually select Main Scenario or Current Quests and select the current one – and an option for Map or Journal Map will be seen. You will NOT see the marks on the normal, everyday map. These are for quests/missions only. So far this has only happened once to me where I had to use it to find who I was looking for. Mini-map color key: Green
are NPCs – non-player characters. White
are friendly players – you’d see me in white on your map if you passed me on the street. Orange/Yellow
colors are monsters on the map. If they’re on your mini-map you’ll usually be able to see them if you’re looking that direction. It’s helpful to use the map to not run into angry Buzzards. Red
are Levequest targets. You or people in your party are the only people capable of engaging red colored mobs, they’re saved to you. They will normally have a red pulse around them also. Lots of Levequests focus on groups of mobs 2-3 being most common to start but I’ve run into 4-6 packs too. The Yellow arrows will point you towards an area of the map highlighted in Yellow on the main map and mini-map – in which you’ll usually find your target. Active/Passive:
Passive mode is how you spend most of you general time. This means your weapon is put away/sheathed and you cannot make any actions related to spell casting or combat.
While in Passive mode a few things happen: You regenerate HP only in Passive mode. MP does not regenerate. You RUN faster in Passive mode, albeit slightly. Most menu actions like equipping gear/interacting with things require you to be in Passive Mode.
While in Active mode you are able to use abilities and engage enemies in battle. To enter this mode you hit R1 on the controller or F on the keyboard (Think: Fight – that’s how I remember) – While in Active mode you no longer regenerate HP naturally and you run a little slower. You can enter Active Mode by targeting an enemy and selecting an ability to engage them – you will pull out your weapon and attempt to do the ability. You have to switch out and in a bit when you solo – but if you’re fighting stuff with a healer you can just stay in Active for awhile. A note on Archer: You will eventually run out of arrows and have to use your REFILL ability. You must be in Active Mode to use this I believe. Imagine it like Robin Hood and his quivers run out of arrows – have to reload quick before going on another arrow spree. Always make sure you have arrows – you will shoot a lot. I even saw some Archers storing arrows in their bazaar to save space. Mob difficulty:
There’s a simple system for telling how tough monsters are. It’s a color coded system – all enemies we know of have a dot to the left of their name. The dot is colored a particular color which tells you the relative power of the monster compared to you. Be careful however, some mobs have very potent abilities that make them more difficult then other monsters naturally and the difficulty color does not get adjusted for this. The difficult system is a level comparison system. As you level – the mobs difficulty and color orientation will change to you, letting you know if things are too difficult to fight or if you’re ready to try. One thing to help remember is that – the Lighter the color the easier the mob. Pay attention to the color progression as I list them below. Blue: Easiest mobs to fight. These will give the smallest amount of XP and Skill gain while fighting but generally are easy to dispatch. You can still get skill of these mobs – but the more you level up beyond them the less and less they will provide for you. Green: These mobs are near your level but you should have a good chance of defeating one on your own. Like I said though – some mobs are naturally more deadly then others. A green squirrel is easy killing but a Dragon of the same color might whoop you. You should gain good skill off mobs that are Green and they should be primary targets in a solo situation. Yellow: Yellow mobs are considered Tough. There’s a good chance they will kick your **** – your chance for survival is decreased against Yellow ranked mobs because they typically do more damage. In a group of 2 or more – Yellow mobs become relatively simple depending on the mob family. These mobs will give potentially great skill up and total XP but at a higher risk. Orange/Dark Orange: These guys are nasty. They are considered VERY TOUGH mobs to defeat. You have a slim chance of taking down an Orange mob on your own without some sort of support. You need to experiment to test the abilities of your class – but you might want to have a Healer handy! A solid group of 2 or 3 can plow through Orange mobs depending on the mob family for good skill ups. As a mob increases in color (difficulty) you will miss more and hit for less damage – so be careful! Red:The real dangerous ones to watch out for! Groups of people in parties with a dedicated Tank, Healer and DD and more may be able to kill Red Mobs but it’s no guarantee. They will probably one shot casters or non-tanks. The problem with Red mobs is that you don’t know HOW much stronger then are. You could find a Red Squirrel that would turn Yellow to you next level – but that Red Flame Drake over the mountain might not even be Orange to you for another 20 levels. Proceed with caution around them if they aggro/attack – and never engage a Red mob unless you want to die or you’re in an official party at a known XP camp. Brief note: Plowing through Blue and sometimes Green mobs (mobs don’t always spawn at the same level, they change) can be a good way to skill up. Fighting stuff that does a lot of damage to you causes your need for rest to increase, slowing down your overall kill rate. I found a nice camp of Blue/Green mobs and just fought nonstop and got a nice average of skill gain with little danger. If you notice you’re not getting a lot of skill ups though – you’re probably fighting something too weak. Only blue mobs will give you that circumstance – anything higher is DEFINITELY fair game. You will never “out level” a green mob – only blue ones. Mob Aggression:
Not a lot is known to me personally about mob aggro. In FFXI (not FFXIV!) – mobs detected you by Sight, Sound or Magic. If you ran in front of an aggressive mob – it attacked you. If you ran behind a mob who wasn’t looking at you that detected by Sound – he’d chase/kill you. Some mobs would only attack you if you used magic near them. Circumstances for mob aggression are still unclear at this point. I’ve tested some a little bit – but it’s hard to confirm things 100%. You CAN RUN AROUND most mobs – but you need a good distance between yourself and it to not grab it’s attention. There’s no way to be 100% if a mob is aggressive or not – some are not. Marmots, Moles, Dodo’s and Goats and Coblyns don’t attack people (at least the ones I have found, which have been pretty widespread – that doesn’t mean there aren’t certain types that attack) but some mobs WILL FOLLOW you and SCARE THE CRAP OUT OF YOU. Once I thought a giant Goat was about to kill me because he was running after me – turns out he just wanted to be petted. J If you’re not sure if something will attack you _ STAY AWAY because it probably will. Some notes about mobs – Mobs are tricky little buggers. They actually have a lot of moves you can dodge by moving out of the way or running away. Some mobs will even get SCARED of you and RUN AWAY! (Chase them in Passive mode or they’ll out run you!) I don’t know many – but you can dodge Mole’s Breakout attack by running in the opposite direction when they disappear underground. You can dodge a Dodo’s (fat chicken) Belch attack (really nasty, puts you to sleep/blinds you/slows you and does damage) by moving out of the way behind them when you see their mouth start to glow. Some mobs attacks only strike people in front or behind (like a dragon tail swipe) – etc. As I find more out I will always fill you in. General Battle Tips:
If you’re looking for a spot to solo – explore around a nearby camp for spots. The farther you get from people and busy areas the less lag you will have which will make it easier and more enjoyable for you. Don’t be discouraged if you don’t get a lot of points off of one particular mob – it averages out over time. If you’re not sure if you can kill or fight something – you probably shouldn’t. That being said – there’s no penalty for death other then a few minutes of downtime and having to walk back to where you were exploring. Don’t forget to touch a nearby crystal if you don’t want to have to Return to somewhere far away! Chapter IV: Synthesis / Crafting
A general How To for Synthesis! This is just going over the menus and process!
1.) Equip the tool you’d like to use. For Alchemy, I equip something called an Alembic.
2.) Once equipped, the Synthesis option appears under the Main menu at the top. Click it and a Synthesis Box will appear.
3.) Your character will adjust to prepare for crafting. You have several options at this menu. Requested Items:
This is an option at the TOP of the Synthesis window. This is for Local Levequests – once you choose it, it displays all of the current Local Levequests you have accepted. Click on one to see the details. On this screen – you will see Materials and Materials Remaining – if you have Materials Remaining that means you HAVE the components needed to start Synthesis. If it has 0 listed for Materials Remaining it means you’ve run out of materials or have not picked them up from your client (the person requesting the item to be made, an NPC at a camp or in town) – so go pick them up. Materials shows how many of the item you’ve already made. Click on the Local Leve you’d like to begin – and if you have the materials click Commence at the bottom to begin. This will AUTOMATICALLY put the items you NEED into the Synthesis Box for you! Select Main Hand – this means you’re choosing your tool to do work with! A new window will appear – this will list what you can make. It’s usually only 1 item – you click on it then Confirm that’s what you want to make. If there’s more the 1 item displayed – select the item you’ve been asked to produce. Once you do that – you will produce your crafting tool/table/device and start Synthesis. 8 Blank Boxes:
If you click one of these it takes you to your inventory. If you know what you’re making and what you need to make it – you click it from your inventory and it will appear in the box. Do this for all necessary materials. Main Hand:
This is what you click once you’ve either A.) Selected Requested Items and chosen a Levequest or B.) Put all your own materials into the box. This will show you what you will produce – you click that item. A box will appear to Confirm – showing what Shards it needs to complete the task. Without the proper Shards, you cannot proceed. Shards are the energy used to craft things. Offhand:
This is for your secondary tool. All Crafts have a secondary tool. The secondary tool for Alchemy is a Mortar – for grinding medicine. Not much is known about this – most people use Main Hand only. Can elaborate more later if interested. Cancel:
This will cancel Synthesis and return you to a standing/not busy state.
The Synthesis Mini-game!
So how do you actually make stuff?
When you go through the above steps – your tool of choice will appear and the mini game starts! You only have a certain amount of time to take action – so don’t just sit there or you’ll fail! A white Orb/Glow will appear which represents a very important element of Synthesis – it is meant as a guide to the state of your current synthesis. More on this soon!
The goal is to reach 100% Progress! Before we go any further – let me define all the terminology for Synthesis! Progress:
The measure of completion for any given Synthesis. Progress begins at 0% and finishes at 100% - upon reaching 100% you complete the item(s) you were attempting to make. Durability:
If Durability reaches 0 or below (although this value isn’t displayed) during Synthesis – you will botch (fail) the attempt! Durability always starts at 100 but can start above 100 at random or by using exception grade parts (+1, +2, etc) found as drops from enemies or harvesting nodes. If you hit 0 Durability and 100% Progress in the same action – you still fail the Synthesis.
Quality – Quality effects your chance to obtain a High Quality (+1 or extra volume, sometimes even different type) Synthesis – which can yield varying results. The higher quality value you reach, the better your chance at an upgraded result. Quality is not a primary focus while doing difficult Synthesis as it risks failure due to being risky, although there’s nothing from stopping you from trying.
These above three things are found within the mini-game window. Progress is the main blue bar in the middle – Durability and Quality are shown below to the left and right respectively.
As I’m sure you noticed – you can take certain actions during Synthesis. They are explained as follows: Standard Synthesis:
The highest success rate choice, Standard Synthesis is the go-to action for completing an item. It has the highest success chance while the Orb/Glow is SOLID WHITE. Using this will improve Progress, lower Durability slightly and has a chance to raise Quality. Rapid Synthesis:
This has a lower chance for success, however if it is successful it will advance your Progress by up to 30% - a very large leap. Use it carefully – it is best reserved for easier things to make although you’re free to use it at any time. If you use Rapid (Or Bold) several times and fail them – Sparks will start to fly off around your synthesis. The more you fail the more sparks that appear. The more sparks there are – the more Durability loss you will suffer and your Progress wont fair as well even if you succeed.
Bold Synthesis – This has an even lower chance of success but will cause Quality to raise an extraordinary amount. If you are able to complete a Bold Synthesis while the Orb/Glow is Red – it will raise your Quality very much. Wait:
You do nothing and wait a moment. This has a chance to allow elements to stabilize or to improve orb color. The first Wait costs 1 Durability, the second costs 2, then 3, etc.
You are free at any time to use any action – your goal is to use your prowess as a DoH to reach 100% Progress without letting Durability reach 0. Ahha… you thought that was all didn’t you? Orb/Glow Color:
By now you’ve noticed that when you try to do a Synthesis a glow or orb appears near your tool/on your tool. Here’s a brief rundown:
Orb color is the state of your synthesis. Each color has a rate of success. There is White, Yellow and Red. White is the highest chance of success, Yellow is second and Red is the lowest chance of success. You can use Wait if your orb/glow is Red and if you’re lucky it will reset to White – giving you a better chance of success in the long run. It’s not impossible to succeed on Red – sometimes you have to do it or if you out level the item you’re making you can just plow through the entire thing.
Sometimes the orb/glow will Destabilize. This causes a swirling animation associated with the element that became unstable to surround your orb. Not much information is available about this – but your chances for success decrease and your Durability loss can skyrocket during this – causing quick failure. You have to judge between trying to Wait it out or just pushing through it and hoping for the best.
A lot of crafting is experimentation and getting a feel for things! Ask questions if you need help! The Final Chapter – A mini-start Guide to FFXIV
I know it’s frustrating starting something new – all the controls are crazy and the camera makes you woozy. The biggest thing is you’re really not sure what to do at times or when to do it. That’s part of FFXIV – you’re free to do what you want when you want to do it. I’m here to guide you through the best I can. There’s no set rulebook, no walkthrough so to speak – we’re entitled to act however we want or play however we want. If you want to be an arrow-tossing, Cure spamming – sheep kicking Leather crafter who really aspires to make beautiful dresses but regrets her career path because you picked Leather crafting because it made the most sense… you can do that! And then the next day if you decide to throw away all your inhibition and grab that sewing needle and sew up a beautiful piece of work – you can do that too!
With that in mind – most people want to level and rank up to see more difficult things and new content. So here’s some brief advice:
Remember – what you do is up to you! There are people who do nothing but Craft! There’s people who haven’t touched crafting and are pushing the limits of leveling and exploring! You could even just decide to run around and explore somewhere dangerous just to sightsee. A lot is still unknown if FFXIV – you’re a pioneer of something grand and new. This isn’t something everyone has figured out, where information is readily available at the click of a button. You’re the one who’s going to carve out a path through the future and tell the tales to the newcomers coming. You’re the Adventurer – and your future is in your own hands!
- Do your 8 Battlecraft leves every other day (36hrs) – they don’t take long to complete and will offer quick gains for skill and provide a source of income. If you don’t feel like fighting – do some Local Leves instead that day – or if you’re very ambitious go ahead and do 8 of each!
- If you have time – ask if anyone is near Ul’dah and wants to share leves in the Linkshell. This means you extend your Leve to them and they join you – you help each other complete it (possibly on a higher difficulty) and then if they have some – they can share there leves too!
- If you hadn’t done any Leves in a few days and logged on – your path of action might be something like: Go to Adventurer’s Guild and grab a bunch of Battlecraft leves. Go to repair NPC and make sure all gear is repaired enough to survive awhile. Walk or teleport out to the camp and complete your leves and collect the rewards. Finish them all – then maybe run around killing some Blue/Green mobs for awhile for some extra points! Head back to town – check on your gear again – then maybe browse some Bazaars looking for any upgrades. Decide to do some Local Leves, use your macro to change to your crafting class – grab some Local Leves from the guild and help some NPCs out by filling their orders! A great way to make extra Physical XP on the side in addition to leveling a skill you may find beneficial or useful. Sell off/Bazaar some of the drops from the mobs you were fighting. Oop, your boyfriend logged in! He has some extra leves you can do together! You switch to another job (CON? PGL?) for a change of pace and go out and level your low ranking jobs together before logging off for the night.
- Check out the main scenario quest around Rank10, 15 and 20 once you reach there. A nice source of plot and Gil to boot! If you reach Rank20 on a Class – sign up for the guild and start earning Guild Marks for rare abilities people haven’t even tried out yet!
- Curse at the door to the Adventurer’s Guild in Ventrilo because no matter HOW many times you scream “OPEN SESAME” it JUST … WON’T… BUDGE! UGH!
Good luck – I love you!
Original Guide Author: R.J. - Emotion Blues EDIT: 10/07/10 = Edited Spelling Errors, Corrected Spacing, ect. v1.1
EDIT: 10/08/10 = Corrected terms, Colored/Bolded, Spaced, Added Contents Table. v1.2 Edited, Oct 8th 2010 3:16pm by carrieconfetti