Synthesis, commonly known as crafting, is a gameplay mechanic in Final Fantasy XIV. It is the function of Disciples of the Hand, and can be used to craft weapons, armor, tools, and many other products.
Synthesis is not required for the main scenario, and is therefore optional, but can earn players a lot of gil and allow them to craft equipment for their own classes. While it is likewise not necessary, leveling up a Disciple of the Land class allows the items for Synthesis to be more easily acquired.
Process[]
Synthesis is begun from the Crafting Log, and any Disciple of the Hand class can perform synthesis as soon as their appropriate tool is equipped. Other than the tool, Synthesis requires materials and crystals to function.
Classes[]
The following classes are Disciples of the Hand and can perform Synthesis:
Name | Proficiency |
---|---|
Alchemist (ALC) | Can transform materials into restorative or enhancing medicines. They can also create weapons for White Mages, Summoners, and Scholars. |
Armorer (ARM) | Works with ores and metals to produce heavy armor and shields. They can also create tools for Culinarians and Alchemists. |
Blacksmith (BSM) | Works with ores and metals to create weapons and tools. They can create weapons for Paladins, Warriors, Dark Knights, Gunbreakers, Monks, Samurai, Machinists and Dancers, and tools for Botanists, Miners, Leatherworkers, Carpenters, Armorers, Blacksmiths, Goldsmiths. |
Carpenter (CRP) | Works with lumber. They can produce weapons for Bards, Dragoons, White Mages, and Black Mages, and tools for Fishers, Goldsmiths, and Weavers. They can also create a vast array of housing furniture, as well as some shields and accessories. |
Culinarian (CUL) | Works with items from various crafting classes and reagent items to create food, which can be consumed to gain buffs. Unlike other crafting classes, they do not make gear for other classes, but the buffs the food provide can be helpful in many situations. |
Goldsmith (GSM) | Works with gems and metal. They can create accessories, weapons for Black Mages, Red Mages, and Astrologians, and tools for Weavers. |
Leatherworker (LTW) | Works with hides, furs and pelts to create leather-based equipment. Can create medium armors for combat classes and well as most gathering armors, in addition to gear for gathering classes. They can also make accessories, some Monk weapons, and glamour equipment. |
Weaver (WVR) | Works with fabric and fiber to create cloth-based equipment. Can make light armors for crafting and caster classes. Can also create a large amount of glamour equipment. |
Crafting[]
Crafting is begun by selecting the recipe from the Crafting Log, and then selecting the Synthesize option. Once the Synthesis has begun, the crafter will take actions to finish the final item. Each action depletes an items' durability stat, but there are several abilities which can restore durability. They can either increase the quality or the progress. Many actions cost CP to use. The quality at completion will determine the odds of an item becoming High quality when synthesized. quality lies on an exponential scale, where the odds of a High quality synthesis is not increased by much until after half an item's quality is gained, at which point the chance will rise much more rapidly with quality increases. The quality is generally increased when aiming to achieve High quality, but quality increases will provide a bonus to experience gained upon completion. As a result, those leveling their crafting classes are encouraged to aim to increase quality as much as possible, even if not aiming for a High quality synthesis.
Mechanics[]
CP[]
Each Adventurer has a set CP, or Crafting Points. The CP will decrease when abilities are used, and once the CP runs too low, certain abilities can no longer be used. For this reason, it is wise to be conservative with CP, particularly when lower levelled.
Attributes[]
There are only two attributes which help with Synthesis, both of which gear, materia and levels increase like other attributes:
Attribute | Effect |
---|---|
Craftsmanship | Increases the amount of progress that can be gained when using abilities such as Basic Synthesis, and helps finish the item faster. |
Control | Increases the amount of quality that will be gained when using abilities such as Basic Touch. Ideally, both stats should be raised as high as possible to make the process much faster, as this allows the Adventurer to gain more value for each ability that uses up durability, in addition to more value out of their CP. |
Values[]
When beginning Synthesis, items have different values which can be raised or decreases:
Value | Effect |
---|---|
Durability | Indicates how many more abilities an unfinished item can sustain before it breaks. durability can be increased - or the loss of it reduced - in order to allow more abilities to be used beforehand. 10 durability is lost with the use of each ability, which can be reduced to 5. |
Progress | Indicates how far an item has gone before it can be finished. If an item runs out of durability before the progress bar is filled, the process will fail; the items can be lost if the process fails, but this is not guaranteed, and using the ability Reclaim can raise the chance of the ingredients not being lost to 90%. When progress is full, the item is always completed, so it is best to increase quality as much as possible beforehand. |
Quality | Indicates the chance of an item being High quality or how much EXP bonus will be gained from the finished product. This should ideally always be increased as much as possible to increase the EXP earned and increase chance of HQ product. For Collectable Synthesis, this determines the item's collectability. |
Condition | Is not a bar that can be raised or a numerical value like the others, but can either be "Excellent", "Good", "Normal" or "Poor". It effects the increase in item quality when using the Touch commands. Excellent gives a large bonus to quality and has a 10% chance of occurring and will only occur after Normal condition; Good gives a moderate bonus and has a 25% chance of occurring and only after a Normal condition; Normal gives no bonus; Poor reduces the increase. |
High quality[]
Upon beginning the Synthesis process, there will be an initial quality value assigned to an item. While typically 0, using high quality items in the Synthesis process can increase the initial quality by up to half the bar. By raising the quality of an item using abilities, the quality bar will be filled more. In addition to the bar, there is also an HQ and percentage below it. This is the chance for the item to be High quality when Synthesis is finished. The goal is to raise this bar as high as possible, as this will increase the chance as well as the EXP bonus. It is possible, but in many cases difficult, to fill the bar and achieve a 100% chance for an item to be HQ. Using
Some items cannot be made into high quality, such as dyes and furniture, and are marked as such in the Crafting Log. The quality achieved will still affect EXP awarded however.
Quick Synthesis[]
Many recipes allow quick synthesis, which automatically produces items in a batch based on amount of ingredients available. This process can speed up the creation of components such as ingots, but each item only has a slight chance to be high quality regardless of quality of ingredients, and has a slight chance to fail. Some recipes, such as Master recipes, do not support Quick Synthesis.
Desynthesis[]
Item Desynthesis allows any class which has unlocked it to break pre-existing items down to make different ingredients used in Synthesis. Weapons, armor, tools and other items can be Desynthesized to produce the ingredients which originally created them. Each Disciple of the Hand class has its own skill level for Desynthesis, which affects the chances of its success and the amount of materials yielded. Skills for Desynthesis are independent.
Item Desynthesis is unlocked after completing the quest Gone to Pieces in Ul'dah, and requires a level 30 Disciple of the Hand class.
Collectables[]
High-level crafters can create collectable items, which can be traded for EXP, gil, and crafters' scrips. The items requested often changes each day, and each has a minimum rating to be eligible for trading. Collectables cannot be equipped, traded, or sold for gil, and cannot be stacked in inventory. A collectable item has a collectability rating, which is determined by the total numerical quality achieved during synthesis, and improves the item's value when traded in.
[]
The following abilities are shared between all crafting classes, though their icons may differ.
Class Actions[]
Specialist Actions[]
Specialist actions are only available when the appropriate soul crystal is equipped.
Traits[]
Action | Level | Description |
---|---|---|
Practice Makes Perfect |
15 | Allows you to execute trial synthesis. |
Basic Synthesis Mastery File:Basic Synthesis Mastery from Final Fantasy XIV icon.png |
31 | Efficiency is increased to 120%. |
Quality Assurance |
63 | Slightly increases chances of material condition becoming Good. |
Rapid Synthesis Mastery |
63 | Efficiency is increased to 500%. |
Removed actions[]
The following abilities have been removed. Removed abilities will still appear on the hotbar, their icon greyed out icon with a red strikethrough. They will have no effect and must be removed by the player. The given statistics represent their last form before their removal.
Action | Level | CP Cost |
---|---|---|
Steady Hand |
9 | — |
Improves action success rate by 20% for the next five steps.
Removed in patch 5.1. | ||
Ingenuity |
15 | 22 |
For the next five steps, effectiveness of Touch and Synthesis actions is increased.
Removed in patch 5.2. | ||
Master's Mend II |
25 | 160 |
Restores item durability by 60.
Removed in patch 5.1. | ||
Standard Synthesis |
31 | 15 |
Increases progress.
Removed in patch 5.1. | ||
Steady Hand II |
37 | 25 |
Improves action success rate by 30% for the next five steps.
Removed in patch 5.1. | ||
Advanced Touch |
43 | 48 |
Increases quality.
Removed in patch 5.1. | ||
Collectable Synthesis |
50 | — |
Use existing recipes to create collectables without increasing step count.
Removed in patch 5.3. | ||
Byregot's Brow |
51 | 18 |
Increases quality. Inner Quiet effect ends upon use.
Removed in patch 5.0. | ||
Satisfaction |
55 | — |
Specialist Action
Uses one Whistle to restore 15 CP.
Available only when the Whistle stack size is a multiple of three. Removed in patch 5.1. | ||
Whistle While You Work |
55 | 36 |
Specialist Action
Grants a Whistle stack of 11. One Whistle used for each step that material condition is Good or Excellent. Increases the effectiveness of certain crafting actions when the stack size is a multiple of three. Finishing Touches is used when stack size reaches 0 and effect wears off.
Removed in patch 5.1. | ||
Innovative Touch |
56 | 8 |
Specialist Action
Increases quality.
Removed in patch 5.1. | ||
Nymeia's Wheel |
57 | 18 |
Specialist Action
Restores item durability. Amount determined by current Whistle stack. Whistle effect ends upon use.
Removed in patch 5.1. | ||
Byregot's Miracle |
58 | 16 |
Specialist Action
Increases quality. Inner Quiet stack is halved upon use.
Removed in patch 5.1. | ||
Trained Hand |
59 | 32 |
Specialist Action
Significantly increases both progress and quality.
Available only when Inner Quiet and Whistle stack sizes are identical. Removed in patch 5.1. | ||
Hasty Touch II |
61 | 5 |
Increases quality.
Removed in patch 5.1. | ||
Rapid Synthesis II |
63 | 12 |
Increases progress.
Removed in patch 5.1. | ||
Initial Preparations |
69 | 50 |
May reduce CP consumption while status is active. When a specialist, canceling the status grants the use of a single Specialty action. Available only on the first step. Removed in patch 5.1. | ||
Specialty: Reinforce |
69 | — |
Specialist Action
Restores item durability by 25. Can only be used when Initial Preparations is active. Removed in patch 5.1. | ||
Specialty: Refurbish |
69 | — |
Specialist Action
Restores 65 CP. Can only be used when Initial Preparations is active. Removed in patch 5.1. | ||
Specialty: Reflect |
69 | — |
Specialist Action
Increases Inner Quiet stack by three (up to 11). Can only be used when Initial Preparations is active. Removed in patch 5.1. | ||
Rapid Synthesis III |
72 | 24 |
Increases progress at greater cost to durability. Efficiency decreases significantly when durability is below 20.
Removed in patch 5.1. | ||
Reuse |
74 | 60 |
Grants Reusing. Chance to become available upon reaching maximum item quality.
Removed in patch 5.2. | ||
Trained Instinct |
80 | 250 |
Increases quality by between 30 and 100%.
Available only on the first step. Recipe level must be at least 10 levels below yours. Removed in patch 5.1. |