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What are Disciples of the Hand good for?
Many things. The primary task of Disciples of the Hand is to take materials obtained via combat and gathering, and turn them into myriad items through acts of synthesis. It is in this manner that crafters earn skill points, and come to learn more complex recipes as they rank up.
Disciples of the Hand are also able to make use of materials treated with items from the Dyes category to create wares of various colors.
A crafter may earn gil by selling synthesized wares to NPCs or PCs, or, in the case of equippable items, may strap them on and make use of them straightaway.
There are certain materials that can only be obtained during seasonal events, such as the Starlight Celebration and Heavensturn. It is the crafters who make use of these materials to create any of a number of event-specific items.
Furthermore, apart from a handful of NPCs, only crafting classes are able to repair damaged items, restoring their condition.*. Having an NPC repair an item will not improve the condition rating beyond 75%. When a crafter repairs an item, however, it is possible to restore an item's condition to 100%.
* The class required to conduct repairs varies from item to item.
I can't decide which crafting class to be. What's the difference between them all?
Below is a list of all Discipline of the Hand classes, together with a brief description of each. Just like all other classes, players can switch to a crafting class simply by equipping an appropriate primary tool in the main hand. Of course, the classes are not mutually exclusive, and so it is also possible to rank up as many as you like. Feel free to explore them all!
Wood is a primary ingredient in many of the realm's weapons, tools, and armor. As such, it is the carpenter, with trusty saw in hand, who fashions the arrows of archers, the spears of lancers, and the wands of conjurers. Various lumber is also rendered into defensive wear, including masks, footwear, and shields. Beyond the implements of war, woodworking also creates a number of tools used by Disciples of the Land, such as hatchets and lures. The expertise of the Carpenters' Guild renders raw wooden material into a true cornucopia of useful items.
The heat of the forge, the din of hammer on anvil, the breath of the bellows. All know of the smiths and their deeds, most notably the masterful creation of elaborate blades and axes from lifeless lumps of metal and ore. Yet they are equally skilled at the fashioning of tools used by other Disciples of the Hand, such as the hammer and saw. Other crafters also turn to the smiths for nails, grips, and other various constituent parts that are essential to their own synthesis endeavors.
Armorers are most renowned for their expert transformation of mesh and ingot into chain and plate, gauntlet and greave, all the forms of armor relied upon by the Disciples of War. In addition to this, they also craft shields and various metallic implements used by the other crafters and gatherers. Rather than working with raw ores and lumber obtained directly from Disciples of the Land, the armorers more commonly work with materials that have been modified from their natural state in some way.
The Goldsmiths' Guild concerns itself with all things fanciful and ornate, the fullest expression of which is realized in the resplendent jewelry crafted by its members. Their wide-ranging finery, painstakingly fashioned from delicate metals and precious stones, can be see adorning the ears, fingers, and necks of distinguishing Eorzeans everywhere. In addition, goldsmiths are also capable of creating a number of weapons and pieces of armor, instruments of war as effective as they are elaborate.
The leatherworkers are a dedicated collection of crafters who refine the hides, pelts, and furs of Eorzea's wildlife into all forms of versatile goods worn from head to toe. Foremost among their creations are various pieces leather armor, more substantial than cloth, but lighter and more pliable than chain or plate. By using materials treated with dyes, the leatherworkers are able to render their creations in nearly any color of the spectrum.
The spinning of thread and the weaving of cloth are acts of creation stretching back countless generations. The Weavers' Guild carries on these time-honored traditions to this day, creating fiber and fabric from base materials before using them to sew and stitch the vast array of garments worn by all. Much like their colleagues at the Leatherworkers' Guild, the weavers are also able to work with dyed textiles to create items of exquisite color and splendor.
The alchemists are a studious lot, well-versed in both the scientific and the arcane. Their diverse knowledge enables them to create a plethora of healing medicines and deadly poisons. It is also the alchemists who create the myriad dyes and paints, as well as other indispensable ingredients used by the other crafting classes. The application of some alchemical concoctions has even been proven to imbue items with potent enhancing effects.
Culinarians preside over the world of cuisine, preparing every known consumable in Eorzea. Though they lack the ability to repair items like the other crafting classes, their food and drink are highly sought after by adventurers the realm over for the highly advantageous effects they provide when eaten and imbibed.
As synthesis items vary widely from class to class, it may be helpful to first decide upon the item or items you wish to craft, and use that to determine which class to undertake. For more details on synthesis items and their recipes, visit the Lodestone and select the desired class and rank range under Play Guide » Synthesis on the left menu.
How do I take up one of the crafting classes and start making stuff?
As with the other disciplines, each Discipline of the Hand class is associated with certain tools. Equipping one of these tools in the main hand will automatically cause a player to become that class. These tools can be obtained as rewards for completing certain levequests, or starting level versions can be purchased directly from NPCs in each of the three main cities. For further details on the synthesis process, visit the Synthesis & Repair page on the Lodestone.
B. (7,7) Smydhaemr (Blacksmith) C. (7,7) Joellaut (Armorer) |
B. (6,5) Zuzudesu (Alchemist) C. (5,5) Teteu (Goldsmith) D. (6,5) Arnald (Leatherworker) E. (6,5) Eosilie (Weaver) |
B. (8,3) Ahldiyrn (Blacksmith) C. (7,3) Matheonien (Armorer) D. (8,3) Mumuko (Alchemist) E. (8,4) Stanilde (Culinarian) F. (8,4) Gagaulu (Goldsmith) G. (6,5) Osgar (Carpenter) H. (7,4) Foinine (Weaver) |
B. (6,4) Elgiva (Leatherworker) C. (7,4) Doesdornn (Blacksmith) D. (6,4) P'sonjha (Culinarian) E. (7,4) Allenaure (Armorer) F. (6,6) Pamisolaux (Goldsmith) G. (7,6) Norbettaux (Weaver) |
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After changing to a crafting class, you will have to obtain the necessary materials and crystals for the desired synthesis. Since this may prove a daunting task for players who have just started the game, we suggest first undertaking a local levequest, the goals of which revolve around synthesis requests. Not only will the NPCs designated by these levequests dispense the materials called for, but conducting the requested synthesis will also not require the player to provide crystals. Local guildleves are issued by the following NPCs, all of whom can be found at the Adventurers' Guild in their respective cities.
City-State | Limsa Lominsa | Gridania | Ul'dah |
Location | Upper Decks (7,5) | (6,6) | Merchant Strip (6,4) |
NPC | T'mokkri | Tierney | Eustace |
Source: lodestone.finalfantasyxiv.com
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