<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://ffxiv.consolegameswiki.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GuardianLurker</id>
	<title>Final Fantasy XIV Online Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://ffxiv.consolegameswiki.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GuardianLurker"/>
	<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/wiki/Special:Contributions/GuardianLurker"/>
	<updated>2026-06-17T02:01:46Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.2</generator>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Attributes&amp;diff=232469</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Attributes&amp;diff=232469"/>
		<updated>2020-02-17T03:50:10Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: /* Control */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRIGHT}}&lt;br /&gt;
[[file:thaumaturge attributes.jpg|thumb|400px|Thaumaturge Attributes]]&lt;br /&gt;
==Attributes==&lt;br /&gt;
Attributes determine your character&#039;s statistics in combat, [[gathering]], and [[crafting]]. Different [[races]] start off with different [[Starting Attributes|base attributes]].&lt;br /&gt;
&lt;br /&gt;
===[[Strength]]===&lt;br /&gt;
Affects physical damage dealt by [[gladiator]]&#039;s arms, [[marauder]]&#039;s arms, [[pugilist]]&#039;s arms, [[lancer]]&#039;s arms, [[arcanist]]&#039;s arms, [[dark knight]]&#039;s arms, [[samurai]]&#039;s arms, [[gunbreaker]]&#039;s arms, [[red mage]]&#039;s arms, [[astrologian]]&#039;s arms and [[blue mage]]&#039;s arms.&lt;br /&gt;
&lt;br /&gt;
===[[Dexterity]]===&lt;br /&gt;
Affects physical ranged damage and damage dealt by [[rogue]]&#039;s arms.&lt;br /&gt;
&lt;br /&gt;
===[[Vitality]]===&lt;br /&gt;
Affects maximum [[HP]].&lt;br /&gt;
&lt;br /&gt;
===[[Intelligence]]===&lt;br /&gt;
Affects attack magic potency when role is [[Tank]] or [[DPS]].&lt;br /&gt;
&lt;br /&gt;
===[[Mind]]===&lt;br /&gt;
Affects healing magic potency. Also affects attack magic potency when role is [[Healer]].&lt;br /&gt;
&lt;br /&gt;
==Points==&lt;br /&gt;
===[[HP]]===&lt;br /&gt;
[[HP]] are your health points. As you take damage, your HP will decrease. You are KO&#039;d when your HP reach 0. After you are KO&#039;d, you must be resurrected via [[raise]] by another player or return to your Home Point.&lt;br /&gt;
&lt;br /&gt;
===[[MP]]===&lt;br /&gt;
[[MP]], or magic points, are required to cast spells. If the MP cost of a spell is greater than your remaining MP, you cannot cast that spell. MP slowly regenerates over time in and out of combat. MP can be regenerated by using items such as [[Ether]]s.&lt;br /&gt;
&lt;br /&gt;
===[[CP]]===&lt;br /&gt;
[[CP]], or [[crafting]] points, are required to use some of your crafting actions. When you have a crafting class equipped, CP bar replaces your MP bar. CP regenerates fully after you complete a craft, but does not regenerate during crafting actions.&lt;br /&gt;
&lt;br /&gt;
===[[GP]]===&lt;br /&gt;
[[GP]], or [[gathering]] points, are required to use some of your gathering actions. While you have a gathering class equipped, GP bar replaces your MP bar. GP slowly regenerates when outside of gathering actions, but does not regenerate during gathering actions.&lt;br /&gt;
&lt;br /&gt;
==Offensive Properties==&lt;br /&gt;
===[[Critical Hit]]===&lt;br /&gt;
Affects the amount of physical and magical damage dealt, as well as [[HP]] restored. The higher the value, the higher the frequency with which your hits will be critical/higher the potency of critical hits.&lt;br /&gt;
&lt;br /&gt;
===[[Determination]]===&lt;br /&gt;
Affects the amount of damage dealt by both physical and magic attacks, as well as the amount of [[HP]] restored by healing spells.&lt;br /&gt;
&lt;br /&gt;
===[[Direct Hit Rate]]===&lt;br /&gt;
Affects the rate at which your physical and magic attacks land direct hits, slightly dealing more damage than normal hits. The higher the value, the higher the frequency with which your hits will be direct.&lt;br /&gt;
&lt;br /&gt;
==Defensive Properties==&lt;br /&gt;
===[[Defense]]===&lt;br /&gt;
Affects the amount of damage taken by physical attacks. The higher the value, the less damage taken.&lt;br /&gt;
&lt;br /&gt;
===[[Magic Defense]]===&lt;br /&gt;
Affects the amount of damage taken by magic attacks. The higher the value, the less damage taken.&lt;br /&gt;
&lt;br /&gt;
==Physical Properties==&lt;br /&gt;
===[[Attack Power]]===&lt;br /&gt;
Affects amount of damage dealt by physical attacks. The higher the value, the more damage dealt.&lt;br /&gt;
&lt;br /&gt;
===[[Skill Speed]]===&lt;br /&gt;
Affects both the casting and recast timers, as well as the damage over time potency for weaponskills and auto-attacks. The higher the value, the shorter the timers/higher the potency.&lt;br /&gt;
&lt;br /&gt;
==Mental Properties==&lt;br /&gt;
===[[Attack Magic Potency]]===&lt;br /&gt;
Affects the amount of damage dealt by magic attacks.&lt;br /&gt;
&lt;br /&gt;
===[[Healing Magic Potency]]===&lt;br /&gt;
Affects the amount of HP restored via healing magic.&lt;br /&gt;
&lt;br /&gt;
===[[Spell Speed]]===&lt;br /&gt;
Affects both the casting and recast timers for spells. The higher the value, the shorter the timers. Also affects a spell&#039;s damage over time or healing over time potency.&lt;br /&gt;
&lt;br /&gt;
==Role==&lt;br /&gt;
===[[Tenacity]]===&lt;br /&gt;
Affects the amount of physical and magical damage dealt and received, as well as [[HP]] restored. The higher the value, the more damage dealt, the more HP restored, and the less damage taken. Only applicable when role is [[Tank]].&lt;br /&gt;
&lt;br /&gt;
===[[Piety (Stat)|Piety]]===&lt;br /&gt;
Affects [[MP]] regeneration. Regeneration rate is determined by piety. Only applicable when in battle and role is [[Healer]].&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
===[[Craftsmanship]]===&lt;br /&gt;
Affects the amount of progress achieved in a single synthesis step. The value of this attribute is determined solely by your gear.&lt;br /&gt;
&lt;br /&gt;
===[[Control]]===&lt;br /&gt;
Affects the amount of quality improved in a single synthesis step. The value of this attribute is determined solely by your gear.&lt;br /&gt;
&lt;br /&gt;
==Gathering==&lt;br /&gt;
===[[Gathering (Attribute)|Gathering]]===&lt;br /&gt;
Affects the rate at which items are gathered.&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Affects the rate at which high-quality items are gathered.&lt;br /&gt;
&lt;br /&gt;
{{attributes}}&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Attributes&amp;diff=232468</id>
		<title>Attributes</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Attributes&amp;diff=232468"/>
		<updated>2020-02-17T03:49:53Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: /* Craftsmanship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCRIGHT}}&lt;br /&gt;
[[file:thaumaturge attributes.jpg|thumb|400px|Thaumaturge Attributes]]&lt;br /&gt;
==Attributes==&lt;br /&gt;
Attributes determine your character&#039;s statistics in combat, [[gathering]], and [[crafting]]. Different [[races]] start off with different [[Starting Attributes|base attributes]].&lt;br /&gt;
&lt;br /&gt;
===[[Strength]]===&lt;br /&gt;
Affects physical damage dealt by [[gladiator]]&#039;s arms, [[marauder]]&#039;s arms, [[pugilist]]&#039;s arms, [[lancer]]&#039;s arms, [[arcanist]]&#039;s arms, [[dark knight]]&#039;s arms, [[samurai]]&#039;s arms, [[gunbreaker]]&#039;s arms, [[red mage]]&#039;s arms, [[astrologian]]&#039;s arms and [[blue mage]]&#039;s arms.&lt;br /&gt;
&lt;br /&gt;
===[[Dexterity]]===&lt;br /&gt;
Affects physical ranged damage and damage dealt by [[rogue]]&#039;s arms.&lt;br /&gt;
&lt;br /&gt;
===[[Vitality]]===&lt;br /&gt;
Affects maximum [[HP]].&lt;br /&gt;
&lt;br /&gt;
===[[Intelligence]]===&lt;br /&gt;
Affects attack magic potency when role is [[Tank]] or [[DPS]].&lt;br /&gt;
&lt;br /&gt;
===[[Mind]]===&lt;br /&gt;
Affects healing magic potency. Also affects attack magic potency when role is [[Healer]].&lt;br /&gt;
&lt;br /&gt;
==Points==&lt;br /&gt;
===[[HP]]===&lt;br /&gt;
[[HP]] are your health points. As you take damage, your HP will decrease. You are KO&#039;d when your HP reach 0. After you are KO&#039;d, you must be resurrected via [[raise]] by another player or return to your Home Point.&lt;br /&gt;
&lt;br /&gt;
===[[MP]]===&lt;br /&gt;
[[MP]], or magic points, are required to cast spells. If the MP cost of a spell is greater than your remaining MP, you cannot cast that spell. MP slowly regenerates over time in and out of combat. MP can be regenerated by using items such as [[Ether]]s.&lt;br /&gt;
&lt;br /&gt;
===[[CP]]===&lt;br /&gt;
[[CP]], or [[crafting]] points, are required to use some of your crafting actions. When you have a crafting class equipped, CP bar replaces your MP bar. CP regenerates fully after you complete a craft, but does not regenerate during crafting actions.&lt;br /&gt;
&lt;br /&gt;
===[[GP]]===&lt;br /&gt;
[[GP]], or [[gathering]] points, are required to use some of your gathering actions. While you have a gathering class equipped, GP bar replaces your MP bar. GP slowly regenerates when outside of gathering actions, but does not regenerate during gathering actions.&lt;br /&gt;
&lt;br /&gt;
==Offensive Properties==&lt;br /&gt;
===[[Critical Hit]]===&lt;br /&gt;
Affects the amount of physical and magical damage dealt, as well as [[HP]] restored. The higher the value, the higher the frequency with which your hits will be critical/higher the potency of critical hits.&lt;br /&gt;
&lt;br /&gt;
===[[Determination]]===&lt;br /&gt;
Affects the amount of damage dealt by both physical and magic attacks, as well as the amount of [[HP]] restored by healing spells.&lt;br /&gt;
&lt;br /&gt;
===[[Direct Hit Rate]]===&lt;br /&gt;
Affects the rate at which your physical and magic attacks land direct hits, slightly dealing more damage than normal hits. The higher the value, the higher the frequency with which your hits will be direct.&lt;br /&gt;
&lt;br /&gt;
==Defensive Properties==&lt;br /&gt;
===[[Defense]]===&lt;br /&gt;
Affects the amount of damage taken by physical attacks. The higher the value, the less damage taken.&lt;br /&gt;
&lt;br /&gt;
===[[Magic Defense]]===&lt;br /&gt;
Affects the amount of damage taken by magic attacks. The higher the value, the less damage taken.&lt;br /&gt;
&lt;br /&gt;
==Physical Properties==&lt;br /&gt;
===[[Attack Power]]===&lt;br /&gt;
Affects amount of damage dealt by physical attacks. The higher the value, the more damage dealt.&lt;br /&gt;
&lt;br /&gt;
===[[Skill Speed]]===&lt;br /&gt;
Affects both the casting and recast timers, as well as the damage over time potency for weaponskills and auto-attacks. The higher the value, the shorter the timers/higher the potency.&lt;br /&gt;
&lt;br /&gt;
==Mental Properties==&lt;br /&gt;
===[[Attack Magic Potency]]===&lt;br /&gt;
Affects the amount of damage dealt by magic attacks.&lt;br /&gt;
&lt;br /&gt;
===[[Healing Magic Potency]]===&lt;br /&gt;
Affects the amount of HP restored via healing magic.&lt;br /&gt;
&lt;br /&gt;
===[[Spell Speed]]===&lt;br /&gt;
Affects both the casting and recast timers for spells. The higher the value, the shorter the timers. Also affects a spell&#039;s damage over time or healing over time potency.&lt;br /&gt;
&lt;br /&gt;
==Role==&lt;br /&gt;
===[[Tenacity]]===&lt;br /&gt;
Affects the amount of physical and magical damage dealt and received, as well as [[HP]] restored. The higher the value, the more damage dealt, the more HP restored, and the less damage taken. Only applicable when role is [[Tank]].&lt;br /&gt;
&lt;br /&gt;
===[[Piety (Stat)|Piety]]===&lt;br /&gt;
Affects [[MP]] regeneration. Regeneration rate is determined by piety. Only applicable when in battle and role is [[Healer]].&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
===[[Craftsmanship]]===&lt;br /&gt;
Affects the amount of progress achieved in a single synthesis step. The value of this attribute is determined solely by your gear.&lt;br /&gt;
&lt;br /&gt;
===[[Control]]===&lt;br /&gt;
Affects the amount of quality improved in a single synthesis step.&lt;br /&gt;
&lt;br /&gt;
==Gathering==&lt;br /&gt;
===[[Gathering (Attribute)|Gathering]]===&lt;br /&gt;
Affects the rate at which items are gathered.&lt;br /&gt;
&lt;br /&gt;
===[[Perception]]===&lt;br /&gt;
Affects the rate at which high-quality items are gathered.&lt;br /&gt;
&lt;br /&gt;
{{attributes}}&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Allagan_Bronze_Piece&amp;diff=232442</id>
		<title>Allagan Bronze Piece</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Allagan_Bronze_Piece&amp;diff=232442"/>
		<updated>2020-02-16T22:55:38Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: /* Used For */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{item infobox&lt;br /&gt;
| name = Allagan Bronze Piece&lt;br /&gt;
| icon = allagan bronze piece icon1.png&lt;br /&gt;
| description = Currency minted in the Third Astral Era by the [[Allagan Empire]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Exchangeable for [[gil]].&lt;br /&gt;
| type = Miscellany&lt;br /&gt;
| rarity = white&lt;br /&gt;
| level = 25&lt;br /&gt;
| value = 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Allagan Bronze Piece]] is a [[Miscellany|miscellany]] [[item]]. It serves no purpose, but can be sold to [[vendors]] for 100 [[gil]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Quest Reward===&lt;br /&gt;
Allagan Bronze Pieces are given as rewards for a large number of [[quest]]s.&lt;br /&gt;
&lt;br /&gt;
===Item Drops===&lt;br /&gt;
Allagan Bronze Pieces have a chance to drop upon use of these items:&lt;br /&gt;
*[[Green Starlight Gift Bag]]&lt;br /&gt;
*[[Red Starlight Gift Bag]]&lt;br /&gt;
*[[Premium Starlight Gift Bag]]&lt;br /&gt;
*[[Lucky Egg]]&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
Can be sold for 100 [[gil]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Miscellany]][[Category:Items]]&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Allagan_Gold_Piece&amp;diff=232441</id>
		<title>Allagan Gold Piece</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Allagan_Gold_Piece&amp;diff=232441"/>
		<updated>2020-02-16T22:54:55Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: /* Used For */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{item infobox&lt;br /&gt;
| name = Allagan Gold Piece&lt;br /&gt;
| icon = allagan gold piece icon1.png&lt;br /&gt;
| description = Currency minted in the Third Astral Era by the [[Allagan Empire]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Exchangeable for [[gil]].&lt;br /&gt;
| type = Miscellany&lt;br /&gt;
| rarity = white&lt;br /&gt;
| value = 2,500 &lt;br /&gt;
| level = 35&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Allagan Gold Piece]] is a [[Miscellany|miscellany]] [[item]]. It serves no purpose, but can be sold to [[vendors]] for 2,500 [[gil]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Quest Reward===&lt;br /&gt;
Allagan Gold Pieces are given as rewards for a large number of [[quest]]s.&lt;br /&gt;
{{quest list header}}&lt;br /&gt;
{{quest list row|The Best Inventions}}&lt;br /&gt;
{{quest list row|Monumental Hopes}}&lt;br /&gt;
{{quest list row|That Weight}}&lt;br /&gt;
{{quest list row|Better Late than Never}}&lt;br /&gt;
{{quest list row|Lady of the Vortex}}&lt;br /&gt;
{{quest list row|Drowning Out the Voices}}&lt;br /&gt;
{{quest list row|Acting the Part}}&lt;br /&gt;
{{quest list row|Reclamation}}&lt;br /&gt;
{{quest list row|It&#039;s Probably Not Pirates}}&lt;br /&gt;
{{quest list row|The Reluctant Researcher}}&lt;br /&gt;
{{quest list row|Operation Crucible Down}}&lt;br /&gt;
{{quest list row|Grave Happenings}}&lt;br /&gt;
{{quest list row|Too Many Cooks}}&lt;br /&gt;
{{quest list row|Serpent&#039;s Tongue-lashing}}&lt;br /&gt;
{{quest list row|Culling the Horde}}&lt;br /&gt;
{{quest list row|Wag the Sea Dogs}}&lt;br /&gt;
{{quest list row|Sea Wasp Run}}&lt;br /&gt;
{{quest list row|No Sea Wasp for You}}&lt;br /&gt;
{{quest list row|Don&#039;t Shut Me Out}}&lt;br /&gt;
{{quest list row|Tresses in Distress}}&lt;br /&gt;
{{quest list row|What&#039;s It to U}}&lt;br /&gt;
{{quest list row|U! Ow! That Stings}}&lt;br /&gt;
{{quest list row|Salving the Wounds}}&lt;br /&gt;
{{quest list row|Run, Fido, Run}}&lt;br /&gt;
{{quest list row|Fort of Fear}}&lt;br /&gt;
{{quest list row|Problem with Plasma}}&lt;br /&gt;
{{quest list row|Straight Outta Abalathia}}&lt;br /&gt;
{{quest list row|Moon Sliver and Me}}&lt;br /&gt;
{{quest list row|Holier than Thou}}&lt;br /&gt;
{{quest list row|The Organ of Choice}}&lt;br /&gt;
{{quest list row|Saving Captain Gairhard}}&lt;br /&gt;
{{quest list row|Waiting in the Winglet}}&lt;br /&gt;
{{quest list row|Rivalry and Respect}}&lt;br /&gt;
{{quest list row|Jaded}}&lt;br /&gt;
{{quest list row|Accept No Imitations}}&lt;br /&gt;
{{quest list row|A Miner Reborn}}&lt;br /&gt;
{{quest list row|Momentary Miracle}}&lt;br /&gt;
{{quest list row|Revenge of the Chefsbane}}&lt;br /&gt;
{{quest list row|Gulley of Woes}}&lt;br /&gt;
{{quest list row|Canyon of Regret}}&lt;br /&gt;
{{quest list row|Botanist in a Bind}}&lt;br /&gt;
{{quest list row|Seeds of Hope}}&lt;br /&gt;
{{quest list row|I Believe Fish Can Fly}}&lt;br /&gt;
{{quest list row|So Long, and Thanks for All the Fish}}&lt;br /&gt;
{{table footer}}&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
&lt;br /&gt;
Can be sold for 2,500 [[gil]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Miscellany]][[Category:Items]]&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Allagan_Silver_Piece&amp;diff=232440</id>
		<title>Allagan Silver Piece</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Allagan_Silver_Piece&amp;diff=232440"/>
		<updated>2020-02-16T22:53:24Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{item infobox&lt;br /&gt;
| name = Allagan Silver Piece&lt;br /&gt;
| icon = allagan silver piece icon1.png&lt;br /&gt;
| description = Currency minted in the [[Third Astral Era]] by the [[Allagan Empire]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Exchangeable for [[gil]].&lt;br /&gt;
| type = Miscellany&lt;br /&gt;
| rarity = white&lt;br /&gt;
| level = 25&lt;br /&gt;
| value = 500 &lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Acquisition==&lt;br /&gt;
===Quest Reward===&lt;br /&gt;
Allagan Silver Pieces are given as rewards for a large number of [[quest]]s.&lt;br /&gt;
&lt;br /&gt;
===Ventures===&lt;br /&gt;
Allagan Silver Pieces have a change to be rewarded from the following [[Retainer Ventures]]:&lt;br /&gt;
*[[Woodland Exploration]] Venture XI to XIV, XVII, XIX to XXII&lt;br /&gt;
*[[Highland Exploration]] Venture XI to XXII&lt;br /&gt;
*[[Waterside Exploration]] Venture XI to XV, XIX to XI&lt;br /&gt;
*[[Field Exploration]] Venture XI, XII, XV to XXII&lt;br /&gt;
&lt;br /&gt;
===Item Drops===&lt;br /&gt;
Allagan Silver Pieces have a chance to drop upon use of these items:&lt;br /&gt;
*[[Green Starlight Gift Bag]]&lt;br /&gt;
*[[Red Starlight Gift Bag]]&lt;br /&gt;
*[[Lucky Egg]]&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
Can be sold for 500 [[gil]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Miscellany]][[Category:Items]]&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Allagan_Tin_Piece&amp;diff=232439</id>
		<title>Allagan Tin Piece</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Allagan_Tin_Piece&amp;diff=232439"/>
		<updated>2020-02-16T22:52:43Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item-B1&lt;br /&gt;
|Unique = &lt;br /&gt;
|Image = allagan tin piece icon1.png&lt;br /&gt;
|Name = Allagan Tin Piece&lt;br /&gt;
|Type = Miscellany&lt;br /&gt;
|Stack = 99&lt;br /&gt;
|Recast = &lt;br /&gt;
|Description = Currency minted in the Third Astral Era by the Allagan Empire.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Exchangeable for gil&lt;br /&gt;
|Exchange = &lt;br /&gt;
|ObjectType =Other&lt;br /&gt;
|Gil = 25&lt;br /&gt;
}}&lt;br /&gt;
[[Allagan Tin Piece]] is a [[Miscellany]] [[item]]. It can be sold to [[vendors]] for 25 [[gil]] each.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Obtained By==&lt;br /&gt;
===Purchased From===&lt;br /&gt;
&lt;br /&gt;
===Dropped By===&lt;br /&gt;
&lt;br /&gt;
===Quest Reward===&lt;br /&gt;
*[[A Soldier&amp;amp;#39;s Breakfast]]&lt;br /&gt;
*[[Disorderly Conduct]]&lt;br /&gt;
*[[A Sheepish Request]]&lt;br /&gt;
*[[The Rats in the Wharf]]&lt;br /&gt;
*[[Glory Days]]&lt;br /&gt;
*[[Rising to the Challenge]]&lt;br /&gt;
*[[Splitting Shells]]&lt;br /&gt;
*[[Quarrels with Squirrels]]&lt;br /&gt;
*[[Essential Oil]]&lt;br /&gt;
*[[Population Control]]&lt;br /&gt;
*[[Buzz Off, Birds]]&lt;br /&gt;
*[[Tougher than Leather]]&lt;br /&gt;
*[[Kicking the Hornet&amp;amp;#39;s Nest]]&lt;br /&gt;
*[[Harder than Rock]]&lt;br /&gt;
*[[Axe in the Stone]]&lt;br /&gt;
*[[Spear of the Fearless]]&lt;br /&gt;
*[[A Matter of Perspective]]&lt;br /&gt;
*[[Trial by Earth]]&lt;br /&gt;
*[[The Threat of Intimacy]]&lt;br /&gt;
*[[What&amp;amp;#39;s in the Box]]&lt;br /&gt;
*[[To Be the Wood]]&lt;br /&gt;
*[[Hammer Time]]&lt;br /&gt;
*[[From Thigh to Neck]]&lt;br /&gt;
*[[Gorgets Rising]]&lt;br /&gt;
*[[A Test of Technique]]&lt;br /&gt;
*[[Once More unto the Breeches]]&lt;br /&gt;
*[[The Second Principle]]&lt;br /&gt;
*[[A Treat of Trout]]&lt;br /&gt;
*[[Know Thy Land]]&lt;br /&gt;
*[[Sap for Smiles]]&lt;br /&gt;
*[[Bigger Fish to Fry]]&lt;br /&gt;
==Used For==&lt;br /&gt;
===Crafting Ingredient===&lt;br /&gt;
&lt;br /&gt;
[[Category:Miscellany]][[Category:Items]][[Category:Miscellaneous_items]]&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Allagan_Platinum_Piece&amp;diff=232438</id>
		<title>Allagan Platinum Piece</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Allagan_Platinum_Piece&amp;diff=232438"/>
		<updated>2020-02-16T22:51:10Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item-B1&lt;br /&gt;
|Unique = &lt;br /&gt;
|Image = allagan platinum piece icon1.png&lt;br /&gt;
|Name = Allagan Platinum Piece&lt;br /&gt;
|Type = Miscellany&lt;br /&gt;
|Stack = 99&lt;br /&gt;
|Recast = &lt;br /&gt;
|Description = Currency minted in the Third Astral Era by the Allagan Empire.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Exchangeable for gil&lt;br /&gt;
|Exchange = &lt;br /&gt;
|ObjectType =Other&lt;br /&gt;
|Gil = 10,000&lt;br /&gt;
}}&lt;br /&gt;
[[Allagan Platinum Piece]] is a [[Miscellany]] [[item]]. It can be sold to [[vendors]] for 10,000 [[gil]] each.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Obtained By==&lt;br /&gt;
===Purchased From===&lt;br /&gt;
&lt;br /&gt;
===Dropped By===&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
===Crafting Ingredient===&lt;br /&gt;
&lt;br /&gt;
[[Category:Miscellaneous_items]]&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Material_Supplier_Permit&amp;diff=231175</id>
		<title>Material Supplier Permit</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Material_Supplier_Permit&amp;diff=231175"/>
		<updated>2020-01-23T19:58:18Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item-B1&lt;br /&gt;
|Unique = &lt;br /&gt;
|Image = material supplier permit icon1.png&lt;br /&gt;
|Name = Material Supplier Permit&lt;br /&gt;
|Type = Miscellany&lt;br /&gt;
|Stack = 99&lt;br /&gt;
|Recast = &lt;br /&gt;
|Description = This permit allows the hiring of material suppliers on the estate.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;※Cannot be retrieved once placed.&amp;lt;br&amp;gt;※Private chambers, cottages, houses, and mansions can host 1, 2, 3, and 4 vendors, respectively.&lt;br /&gt;
|Exchange = &lt;br /&gt;
|ObjectType =Other&lt;br /&gt;
|Gil = 75&lt;br /&gt;
}}&lt;br /&gt;
[[Material Supplier Permit]] is a [[Miscellany]] [[item]]. It is used to install a materials vendor, wearing basic Eorzean clothing, to your house or apartment.&lt;br /&gt;
&lt;br /&gt;
The supplier has ready access to the entirety of the Guild Suppliers&#039; stocks.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Obtained By==&lt;br /&gt;
===Purchased From===&lt;br /&gt;
*[[Independent Sutler]] - [[Mist]]&lt;br /&gt;
*[[Independent Sutler]] - [[Lavender Beds]]&lt;br /&gt;
*[[Independent Sutler]] - [[The Goblet]]&lt;br /&gt;
&lt;br /&gt;
===Dropped By===&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
===Crafting Ingredient===&lt;br /&gt;
&lt;br /&gt;
==Related To==&lt;br /&gt;
*[[Material Supplier Permit A-2]]&lt;br /&gt;
*[[Material Supplier Permit A-3]]&lt;br /&gt;
&lt;br /&gt;
[http://forum.square-enix.com/ffxiv/threads/288965 Vendor Appearances]&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Material_Supplier_Permit_A-2&amp;diff=231174</id>
		<title>Material Supplier Permit A-2</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Material_Supplier_Permit_A-2&amp;diff=231174"/>
		<updated>2020-01-23T19:53:38Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item-B1&lt;br /&gt;
|Unique =  &lt;br /&gt;
|Image = material supplier permit a-2 icon1.png&lt;br /&gt;
|Name = Material Supplier Permit A-2&lt;br /&gt;
|Type = Miscellany&lt;br /&gt;
|Stack = 99&lt;br /&gt;
|Recast = &lt;br /&gt;
|Description = This permit allows the hiring of material suppliers on the estate.&amp;lt;br&amp;gt;※Cannot be retrieved once placed.&amp;lt;br&amp;gt;※Private chambers (apartments), cottages, houses, and mansions can host 2, 3, 4, and 5 vendors, respectively.&lt;br /&gt;
|Exchange = &lt;br /&gt;
|ObjectType = Other&lt;br /&gt;
|Gil = 120&lt;br /&gt;
}}&lt;br /&gt;
[[Material Supplier Permit A-2]] is a [[Miscellany]] [[item]]. It is used to install a materials vendor, wearing white Ishgardian clothing, in your house/apartment.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Obtained By==&lt;br /&gt;
===Purchased From===&lt;br /&gt;
*[[Independent Sutler]] - [[Mist]] (x10.8,y11.7)&lt;br /&gt;
*[[Independent Sutler]] - [[The Lavender Beds]] (x11.4,y10.3)&lt;br /&gt;
*[[Independent Sutler]] - [[The Goblet]] (x10.6,y11.2)&lt;br /&gt;
&lt;br /&gt;
===Dropped By===&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
&lt;br /&gt;
===Crafting Ingredient===&lt;br /&gt;
&lt;br /&gt;
===Related To===&lt;br /&gt;
*[[Material Supplier Permit]]&lt;br /&gt;
*[[Material Supplier Permit A-3]]&lt;br /&gt;
&lt;br /&gt;
[http://forum.square-enix.com/ffxiv/threads/288965 Vendor Appearances]&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Material_Supplier_Permit_A-3&amp;diff=231173</id>
		<title>Material Supplier Permit A-3</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Material_Supplier_Permit_A-3&amp;diff=231173"/>
		<updated>2020-01-23T19:48:10Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: /* Related To */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|Unique =  &lt;br /&gt;
|Image = material supplier permit a-3 icon1.png&lt;br /&gt;
|Name = Material Supplier Permit A-3&lt;br /&gt;
|Type = Miscellany&lt;br /&gt;
|Stack = 99&lt;br /&gt;
|Recast = &lt;br /&gt;
|Description = This permit allows the hiring of material suppliers on the estate.&amp;lt;br&amp;gt;※Private chambers (apartments), cottages, houses, and mansions can host 4, 6, 8, and 10 vendors, respectively.&lt;br /&gt;
|Exchange = &lt;br /&gt;
|ObjectType = Other&lt;br /&gt;
|Gil = 120&lt;br /&gt;
}}&lt;br /&gt;
[[Material Supplier Permit A-3]] is a [[Miscellany]] [[item]]. It is used to install a material supplier, wearing Far Eastern costumes, in your housing.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Obtained By==&lt;br /&gt;
===Purchased From===&lt;br /&gt;
*[[Independent Sutler]] - [[Mist]] (x10.8,y11.7)&lt;br /&gt;
*[[Independent Sutler]] - [[The Lavender Beds]] (x11.4,y10.3)&lt;br /&gt;
*[[Independent Sutler]] - [[The Goblet]] (x10.5,y11.2)&lt;br /&gt;
*[[Independent Sutler]] - [[Shirogane]] (x9.8,y12.4)&lt;br /&gt;
&lt;br /&gt;
===Dropped By===&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
===Crafting Ingredient===&lt;br /&gt;
&lt;br /&gt;
===Related To===&lt;br /&gt;
*[[Material Supplier Permit]]&lt;br /&gt;
*[[Material Supplier Permit A-2]]&lt;br /&gt;
&lt;br /&gt;
[http://forum.square-enix.com/ffxiv/threads/288965 Vendor Appearances]&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Material_Supplier_Permit_A-3&amp;diff=231172</id>
		<title>Material Supplier Permit A-3</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Material_Supplier_Permit_A-3&amp;diff=231172"/>
		<updated>2020-01-23T19:46:39Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: /* Crafting Ingredient */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|Unique =  &lt;br /&gt;
|Image = material supplier permit a-3 icon1.png&lt;br /&gt;
|Name = Material Supplier Permit A-3&lt;br /&gt;
|Type = Miscellany&lt;br /&gt;
|Stack = 99&lt;br /&gt;
|Recast = &lt;br /&gt;
|Description = This permit allows the hiring of material suppliers on the estate.&amp;lt;br&amp;gt;※Private chambers (apartments), cottages, houses, and mansions can host 4, 6, 8, and 10 vendors, respectively.&lt;br /&gt;
|Exchange = &lt;br /&gt;
|ObjectType = Other&lt;br /&gt;
|Gil = 120&lt;br /&gt;
}}&lt;br /&gt;
[[Material Supplier Permit A-3]] is a [[Miscellany]] [[item]]. It is used to install a material supplier, wearing Far Eastern costumes, in your housing.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Obtained By==&lt;br /&gt;
===Purchased From===&lt;br /&gt;
*[[Independent Sutler]] - [[Mist]] (x10.8,y11.7)&lt;br /&gt;
*[[Independent Sutler]] - [[The Lavender Beds]] (x11.4,y10.3)&lt;br /&gt;
*[[Independent Sutler]] - [[The Goblet]] (x10.5,y11.2)&lt;br /&gt;
*[[Independent Sutler]] - [[Shirogane]] (x9.8,y12.4)&lt;br /&gt;
&lt;br /&gt;
===Dropped By===&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
===Crafting Ingredient===&lt;br /&gt;
&lt;br /&gt;
===Related To===&lt;br /&gt;
*[[Material Supplier Permit]]&lt;br /&gt;
*[[Material Supplier Permit A-2]]&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Material_Supplier_Permit_A-3&amp;diff=231171</id>
		<title>Material Supplier Permit A-3</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Material_Supplier_Permit_A-3&amp;diff=231171"/>
		<updated>2020-01-23T19:45:06Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|Unique =  &lt;br /&gt;
|Image = material supplier permit a-3 icon1.png&lt;br /&gt;
|Name = Material Supplier Permit A-3&lt;br /&gt;
|Type = Miscellany&lt;br /&gt;
|Stack = 99&lt;br /&gt;
|Recast = &lt;br /&gt;
|Description = This permit allows the hiring of material suppliers on the estate.&amp;lt;br&amp;gt;※Private chambers (apartments), cottages, houses, and mansions can host 4, 6, 8, and 10 vendors, respectively.&lt;br /&gt;
|Exchange = &lt;br /&gt;
|ObjectType = Other&lt;br /&gt;
|Gil = 120&lt;br /&gt;
}}&lt;br /&gt;
[[Material Supplier Permit A-3]] is a [[Miscellany]] [[item]]. It is used to install a material supplier, wearing Far Eastern costumes, in your housing.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Obtained By==&lt;br /&gt;
===Purchased From===&lt;br /&gt;
*[[Independent Sutler]] - [[Mist]] (x10.8,y11.7)&lt;br /&gt;
*[[Independent Sutler]] - [[The Lavender Beds]] (x11.4,y10.3)&lt;br /&gt;
*[[Independent Sutler]] - [[The Goblet]] (x10.5,y11.2)&lt;br /&gt;
*[[Independent Sutler]] - [[Shirogane]] (x9.8,y12.4)&lt;br /&gt;
&lt;br /&gt;
===Dropped By===&lt;br /&gt;
&lt;br /&gt;
==Used For==&lt;br /&gt;
===Crafting Ingredient===&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Way_of_crafting&amp;diff=231001</id>
		<title>The Way of crafting</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Way_of_crafting&amp;diff=231001"/>
		<updated>2020-01-14T06:13:42Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: Wordsmithing, deleted catalysts which are no longer used.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Way of crafting ==&lt;br /&gt;
&#039;&#039;Study the Ways of all professions (Go Rin no Sho, Miyamoto Musashi).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|This page is ongoing, and I&#039;ll continue writing and improving it. Please, correct me, if I mistake somewhere.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Here are the common words about crafting, suitable for all crafting classes. All class-specific information will appears on corresponding pages.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Crafting is a most efficient way to supply any needed equipment, for personal use, or quest goals. While leveling, keeping weapons and gear close to your character&#039;s level without crafting will require a lot of gil (often on the Marketplace). By using crafting to create the needed equipment, the gil cost will be greatly reduced, especially if relying on the Marketplace for high quality items. High quality items have noticeably better characteristics at the same level requirements, often better than items a few levels above their own. High quality items cannot be bought from a vendor, and are much, much, more expensive through the Marketplace.&lt;br /&gt;
&lt;br /&gt;
Certainly, the way of crafting also means that you need to be skilled in gathering. Without a gathering skill, a crafting will be more expensive than buying a finished products. Also the NPC vendors offer only a small assortment of low-level materials, which can cover material needs only up to 10th to 15th level. Furthermore, creating High Quality (HQ) items needs HQ materials, many HQ materials. High Quality materials cannot be bought from NPC vendors, and as with high quality items, relying on the Marketplace for them is very, very, expensive. &lt;br /&gt;
&lt;br /&gt;
Crafting starts from an hours of striking a rocks with a pickaxe under the sun, which wants to fry you, of slashing a trees, wet to the skin under the falling rain, and traveling from one end of Eorzea to another, with heavy-weight backpack, which bends you to the ground. And continues by hours spent at the workbench or anvil, making a tons of billets, sorting the best of them, to finally turn them into that, what may be called a Masterpiece. This is not a way to obtain something easily. Do you ready for this? If yes- welcome to our ranks!&lt;br /&gt;
&lt;br /&gt;
== What profession to choose ==&lt;br /&gt;
All the crafting classes have some interaction with the others, so unlocking as many as possible, as soon as possible, is a wise idea. In particular,&lt;br /&gt;
Carpentry, Blacksmithing, Armorsmithing, and Leatherworking have a large number of cross-requirements with each other. Acquiring these four early will help greatly for any Disciple of War class. Weaving, Leatherworking, Alchemy, and Goldsmithing interlock as well, and are a good early focus for Disciple of Magic, Hand, or Land classes. Culinarian cannot be neglected, as it is the primary source for crafting, gathering, and attribute bonuses. Because of their interactions you will wish to keep the crafting classes of roughly equal level. The gathering classes should be slightly ahead of the crafting ones to avoid material supply issues.&lt;br /&gt;
&lt;br /&gt;
To coordinate your first start here is a table with the main dependencies between battle and non-battle classes:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Battle class !! Weapon crafting !! Armor crafting !! Preferred gathering&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Marauder]], [[Gladiator]]&#039;&#039;&#039; || [[Blacksmith]], [[Carpenter]] || [[Armorer]], [[Leatherworker]] || [[Miner]],[[Botanist]], Loot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Pugilist]]&#039;&#039;&#039;|| [[Blacksmith]], [[Goldsmith]], [[Carpenter]] || [[Weaver]], [[Leatherworker]] || [[Miner]],[[Botanist]], Loot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Lancer]]&#039;&#039;&#039; || [[Carpenter]], [[Blacksmith]] || [[Armorer]], [[Leatherworker]] || [[Botanist]], [[Miner]], Loot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Archer]]&#039;&#039;&#039; || [[Carpenter]], [[Blacksmith]] || [[Leatherworker]], [[Armorer]] || [[Botanist]], Loot, [[Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Rogue]]&#039;&#039;&#039; || [[Blacksmith]] || [[Weaver]], [[Leatherworker]] || [[Miner]],[[Botanist]], Loot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Conjurer]]&#039;&#039;&#039; || [[Carpenter]], [[Alchemist]] || [[Weaver]], [[Leatherworker]] || [[Botanist]], Loot, [[Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Thaumaturge]]&#039;&#039;&#039; || [[Goldsmith]], [[Carpenter]] || [[Weaver]], [[Leatherworker]] || [[Botanist]], Loot, [[Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Arcanist]]&#039;&#039;&#039; || [[Alchemist]], [[Carpenter]] || [[Weaver]], [[Leatherworker]] || [[Botanist]], Loot, [[Miner]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: the [[Goldsmith]] makes jewelry, used to increase different attributes, which is useful for all classes without exceptions.&lt;br /&gt;
&lt;br /&gt;
== Crafting summary ==&lt;br /&gt;
As common for unlocking of other classes, go to the crafters guild and talk with the guild receptionist and then with the guild master. The guild master will give you a first lesson and your first tool. After this mandatory part you may equip your tool and begin crafting.&lt;br /&gt;
&lt;br /&gt;
* When you make an item which you hadn&#039;t made before, you will get an additional experience bonus.&lt;br /&gt;
* Don&#039;t make tons of lower-level items, but focus on most complex recipes, which gain you the most experience. &#039;&#039;&#039;Always try to increase items quality as much as you can: the more quality points you reach, the more experience you earn, even if resulting item does not become high quality.&#039;&#039;&#039;&lt;br /&gt;
* Unless you are generating base materials, avoid Quick Synthesis, as it grants a minimum amount of experience and the chance to create a HQ item is also minimal.&lt;br /&gt;
* Keep your Disciple of Land (gathering) classes slightly higher than your Disciple of Hand (crafting) classes, and crafting classes slightly higher than Disciple of War and Disciple of Magic (battle) classes. You will hardly gain an advantage from crafting if you can&#039;t create HQ items for your level. &lt;br /&gt;
&lt;br /&gt;
That&#039;s all main recommendations about crafting.&lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
When you first unlock a crafting class, (approximately until 9-10th level) you may be able to level fast enough only by crafting items. (You can see which item recipes are available in your crafting log.) Later you will focus on levequests and your guild quests, as they unlock your crafting abilities. &lt;br /&gt;
* &#039;&#039;&#039;Levequests:&#039;&#039;&#039; If you need to speed up your leveling, there are &#039;&#039;&#039;[[Tradecraft_Leves|levequests]]&#039;&#039;&#039;, available for each crafting class starting from level 1. These quests may be taken form Levemetes in the regions of Eorzea where the corresponding guild halls are located. Unlike in the common quests, providing an HQ item will double the experience gain and reward. And unlike in common quests, you can provide high-quality items along with normal-quality ones for the same order. The reward will be increased proportionally to percent of HQ items. Some levequests allow you to provide an extra items above required quantity for the additional reward. (Typically, you can extend this amount three times.)&lt;br /&gt;
* &#039;&#039;&#039;Supply missions:&#039;&#039;&#039; When you join to one of [[Grand_Company|Grand companies]], you&#039;ll be able to participate in Supply missions - daily duties, available for each crafting class. They require only one item (or a bunch, e.g. potions that are made 3 bottles at a time) and rewarded with a huge amount of EXP and in addition - with some Grand Company seals. As in the levequests, HQ items rewarded with double experience. These missions requires minimum amount of time and materials. But from the other hand, it may make you to run all over Eorzea in a single day to collect all necessary materials and have time to craft all required items. Nevertheless, a large amount of experience pays off all efforts.&lt;br /&gt;
&lt;br /&gt;
== Crafting progress ==&lt;br /&gt;
Crafting progress is a quite simple. One thing is to be mentioned: the progress generated by Synthesis grows as the recipe becomes easier for your level. Therefore you can&#039;t rely on progress value for lower-level item while crafting a higher-level one. But on the other side, the progress, made by any same-level class (with equivalent equipment) for any same-level item will be the same.&lt;br /&gt;
&lt;br /&gt;
== Increasing of quality ==&lt;br /&gt;
In fact, the crafting is a task of solving a &amp;quot;[https://en.wikipedia.org/wiki/Knapsack_problem Knapsack problem]&amp;quot;: how to combine different actions to obtain maximum quality and successfully complete synthesis. This is too complex task to make a single universal formula for it, but on following simple example I&#039;ll try to illustrate main principles of solving it:&lt;br /&gt;
&lt;br /&gt;
For example, we needs to make some material with minimal difficulty (we can synthesize it by 1 step) and we have 192CP for improving of its quality. Lets compose a different combinations of available crafting actions, which we may take with given amount of CP. Then we need to compute how much quality points we may obtain via each combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In addition, we shall keep in mind that most of crafting actions have probabilistic nature, which we need to take into account&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Success rate - is probability of that whole sequence of actions succeeds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Actions taken !! Success rate !! AVG efficiency !! Max efficiency&lt;br /&gt;
|-&lt;br /&gt;
| 1 Masters&#039; Mend (CP:92), 5 Basic touch (CP:18, eff:1.0, prob:0.7) || 0.17 || 0.84 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 1 Masters&#039; Mend (CP:92), 1 Steady Hand (22CP), 4 Basic Touch (CP:18, eff:1.0, prob:0.7+0.2) || 0.66 || 2.62 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 1 Masters&#039; Mend (CP:92), 3 Standard Touch (CP:32, eff:1.25, prob:0.8) || 0.51 || 1.92 || 3.75&lt;br /&gt;
|-&lt;br /&gt;
| 1 Steady Hand (22CP), 3 Standard Touch (CP:32, eff:1.25, prob:0.8+0.2) || 1.00 || 3.75 || 3.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here we see, that maximum amount of quality we may obtain using Basic touch 5 times. But probability of this seems too small (16.8%&#039;&#039;&#039;*&#039;&#039;&#039;). So this method is most suitable when you couldn&#039;t approach to 100% of quality points, but have a lots of materials, lot of time and need to make one or two HQ items.&lt;br /&gt;
&lt;br /&gt;
The Standard Touch in this conditions losses in both of average and maximum efficiency due to much more CP cost and lesser advantage in efficiency. So it isn&#039;t a right choice when you have small amount of CP, but it will be useful when limit of Durability is more tight, than limit of CP.&lt;br /&gt;
&lt;br /&gt;
At last, the most interesting method: buffing Basic Touch with Steady Hand, which increases probability of first one up to 0.9 (90%). This method gives a maximum average efficiency and is a best choice if you needs to create a lot of HQ items (commonly - crafting materials).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; Probability of that an event will occure &#039;&#039;m&#039;&#039; times in &#039;&#039;n&#039;&#039; trials is &#039;&#039;&#039;Pm,n=(n!/(m!×(n-m)!)) × p^m × q^(n-m)&#039;&#039;&#039;, where &#039;&#039;p&#039;&#039; is probability of an event and &#039;&#039;q&#039;&#039;=1-&#039;&#039;p&#039;&#039; - is probability of that event will not occure. If simplify this formula for &#039;&#039;m&#039;&#039;==&#039;&#039;n&#039;&#039;, then &#039;&#039;&#039;Pm,m=p^m&#039;&#039;&#039;. For comparison, the probability of that the event will occures 5 times of 5 trials will be 0.59 (59%) if &#039;&#039;p&#039;&#039;==0.9, and 0.328 if &#039;&#039;p&#039;&#039;==0.8, and only 0.168 if &#039;&#039;p&#039;&#039;==0.7.&lt;br /&gt;
&lt;br /&gt;
//TODO FIRST: correct this example, meaning a calculations of actions probability.&lt;br /&gt;
&lt;br /&gt;
//TODO: Write a note about that &amp;quot;50% success rate&amp;quot; not means a &amp;quot;one guaranteed success in each 2 attempts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== HQ probability ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HQ-probability.png|150px|thumb|left|HQ-probability]]||&lt;br /&gt;
If the crafting progress has absolutely linear scale, the chance to create HQ item has more complex dependency from amount of quality points. As you can see on the picture, filling of quality bar on about 65% grants only 20% probability to obtain an HQ item in result. But after reaching of this point, the probability starts to grow much more quickly. So what all these numbers are means in practice? For the most high-level recipes, available for the certain level, you will be able to fill only a half of quality bar (or even less), so chance of HQ will be nearly zero. But if at least a half of ingredients are HQ, this may significantly increase this chance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This diagram based on measurements made while crafting 25lv. items, which requires 1296 quality points, and was prooved by measurements on several lower-level recipes.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== High quality ingredients ====&lt;br /&gt;
Using of high quality ingredients gives you some initial quality points. As higher the level of ingredient and as many HQ ingredients are used, as much initial quality will be gained. On the average, about a half of high quality ingredients will allow you to reliably produce HQ items from about a middle of your current recipe list. With full set of HQ ingredients, initial quality reachs about a half of maximum and allow to get very high chance to make HQ item from any recipe, available to your current level.&lt;br /&gt;
&lt;br /&gt;
Low-level ingredients in high-level recipes gives no significant amount of quality. Considering a small amount of exp they gives and the low price, the better solution is simply to buy them from nearest NPC.&lt;br /&gt;
&lt;br /&gt;
==== Materials condition ====&lt;br /&gt;
Very important feature in the crafting process is the materials condition - randomly appearing buffs, affecting quality points gain while using &#039;&#039;&#039;touch &#039;&#039;&#039; actions. Except default &amp;quot;normal&amp;quot; condition, there are two helpful: &amp;quot;good&amp;quot; and &amp;quot;excellent&amp;quot; and the one detrimental: &amp;quot;poor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Normal&amp;quot;&#039;&#039;&#039; is the initial condition, and it always follow the &amp;quot;good&amp;quot; and the pair of &amp;quot;excellent&amp;quot;-&amp;gt;&amp;quot;poor&amp;quot; conditions. Because of this rule the real average frequency of appearing of &amp;quot;good&amp;quot; or &amp;quot;excellent&amp;quot; conditions is noticeably lesser than their expected value.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Good&amp;quot;&#039;&#039;&#039; condition multiplies quality gain by 1.5 and appears with a chance of ~25-50%(?). Its the best if you has already cast [[Steady Hand]] and [[Great Strides]] at this moment and ready to use yout most powerfull &#039;&#039;&#039;touch&#039;&#039;&#039; action. In the other cases it may be better ignored or used to restore some CP using [[Tricks of the Trade]]. In fact, all depends on certain situation.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Excellent&amp;quot;&#039;&#039;&#039; multiplies quality gain by 2?, but it is rarely appears (chance ~10%) and followed with the &amp;quot;poor&amp;quot;. It&#039;s like a Limit Break if you catch it at a good moment and successfully used a touch. But if touch fails then consequences becomes more hard than usual.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Poor&amp;quot;&#039;&#039;&#039; follows the &amp;quot;excellent&amp;quot; condition and lowers quality gain on 10%?. If you need or can do something else than to increase quality at this step, it is good.&lt;br /&gt;
&lt;br /&gt;
=== Crafting of materials ===&lt;br /&gt;
Materials are &#039;&#039;usually&#039;&#039; has quite low difficulty, which avails to synthesize&#039;em by a single step. But maximum quality is not. Also, low durability applies tight restrictions on increasing of quality.&lt;br /&gt;
From 7th to 20th level use &#039;&#039;&#039;Inner Quiet&#039;&#039;&#039; and restore durability with &#039;&#039;&#039;Masters Mend&#039;&#039;&#039; to get more steps. Since the &#039;&#039;&#039;Inner Quiet&#039;&#039;&#039; buff is increasing after each increasing of quality, use &amp;quot;touch&amp;quot; actions in order of ascending of their efficiency.&lt;br /&gt;
If you have some lack of CP, try to use food, which [[Crafting#Craftsmanship_Increase_Food|increases CP]], it may be more effective than increasing of [[Control]] (if it&#039;ll allow you to take more &#039;&#039;&#039;touches&#039;&#039;&#039; or buffs like [[Great Strides]]).&lt;br /&gt;
&lt;br /&gt;
Starting from ~21st level, when [[Great Strides (Culinarian)|Great Strides]] becomes unlocked, the most effective strategy, that I tried, is &amp;quot;forsage&amp;quot;: get as much quality as possible by first three steps and synthesize at last one. In details, use all buffs that increases quality gain, and most effective touch actions which available. My common sequence is &#039;&#039;&#039;Inner Quiet&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;Great Strides&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;Steady Hand&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;* Touch&#039;&#039;&#039;&amp;gt;(&#039;&#039;&#039;Great Strides&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;* Touch&#039;&#039;&#039;)x2. &amp;quot;* Touch&amp;quot; means the most effective set of Basic, Standard or Advanced Touches, which I can use with available CP, in order of efficiency ascending. Also, if materials condition becomes good or excellent before I casted the &#039;&#039;&#039;Steady Hand&#039;&#039;&#039;, I&#039;m using &#039;&#039;&#039;Tricks of the Trade&#039;&#039;&#039; to restore spent CP. At last, I&#039;m casting [[Rumination]] to restore some CP for synthesis, or to use [[Waste Not]] and get extra step to try luck with &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039;. I tried other ways, like to &amp;quot;charge&amp;quot; &#039;&#039;&#039;Inner Quiet&#039;&#039;&#039; with &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039;es as much as possible, but low success rate of &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039; and the high CP cost of &#039;&#039;&#039;Masters Mend&#039;&#039;&#039; makes this way useless.&lt;br /&gt;
&lt;br /&gt;
Note: With [[Steady Hand II]] (at 37th level) the &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039; becomes more reliable, and such charging usually gives better result, but the random still have significant influence on it.&lt;br /&gt;
&lt;br /&gt;
=== Crafting of common items ===&lt;br /&gt;
The feature of crafting of middle-complexity items is that you able to mix increasing of quality with synthesis, aiming to catch more moments when condition of materials becomes good or excellent, and do it without loss of productivity. Start crafting with &#039;&#039;synthesis&#039;&#039; and keep an eye on materials condition. When it turns &#039;&#039;good&#039;&#039; or &#039;&#039;excellent&#039;&#039;, use that &#039;&#039;touch&#039;&#039; action, which has maximum efficiency and success rate. But always prefere to ignore the material condition when you need to (re)cast &#039;&#039;&#039;Steady Hand&#039;&#039;&#039;, because if &#039;&#039;touch&#039;&#039; will fail, you will lose both material condition bonus, and increasing of quality at this step, and the current step itself.&lt;br /&gt;
&lt;br /&gt;
=== Crafting of a complex items ===&lt;br /&gt;
In the each group of recipes there are several items, which differs from another by ~20%-higher difficulty. They are always have 10 points of durability above common ones, but requires much more steps for synthesis. The most problem with them is that you may miss out of look its difficulty and become unable to complete synthesis, by getting carried away with increasing of quality.&lt;br /&gt;
&lt;br /&gt;
At first, you need to boost synthesis progress, and cross class action [[Rapid Synthesis]] is the best for it. 250% efficiency of this action may save up to 2 steps. The only problem is 50% success rate (70% with the &#039;&#039;&#039;Steady Hand&#039;&#039;&#039;)and because of this, &#039;&#039;&#039;Rapid Synthesis&#039;&#039;&#039; should be used in the beginning of crafting to be able to use &amp;quot;plan Z&amp;quot;. However, high efficiency and no CP cost exceeds this disadvantage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: make the test items, to see how much progress you make, because sometimes you may to underestimate your ability and unexpectedly complete synthesis by a single &#039;&#039;&#039;Rapid Synthesis&#039;&#039;&#039;, before you will have started to increase quality.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* At first, get so much HQ materials as it possible. Full set of HQ materials gives a half of maximum amount of quality points, independently of the recipe.&lt;br /&gt;
* Use &#039;&#039;Steady hand&#039;&#039; buff for both of syntesis and increasing of quality actions: in such conditions the 10% fail rate of Basic Touch becomes critical, but you can&#039;t replace it with Carefull synthesis without significant loss of efficiency.&lt;br /&gt;
* Try to boost progress using the [[Rapid Synthesis]] from Armorer. Cast &#039;&#039;Steady Hand&#039;&#039; and use &#039;&#039;Rapid Synthesis&#039;&#039; (its success rate will be 70%). If it succeeds from the 1st attempt, it&#039;ll bring 250% of progress against &#039;&#039;Basic Touch&#039;&#039;. Due to low success rate, it is better use this action at the beginning of crafting process, to have fallback ways, and to correctly plan remaining steps if &#039;&#039;Rapid Synthesis&#039;&#039; fails (time to time, it may fail even twice).&lt;br /&gt;
&lt;br /&gt;
== Actions and buffs ==&lt;br /&gt;
=== Synthesis actions ===&lt;br /&gt;
* &#039;&#039;&#039;[[Careful Synthesis]]&#039;&#039;&#039; from [[Weaver]] – 100% warranted result! Start synthesize with no fails right now! P.S.: 90% efficiency. Your culinarian skills must be at least 15th level. If be serious, often, 90% efficiency is enough to complete synthesis with the same number of steps as using the Basic synthesis. Also often this action is usefull to finish synthesis when the remain progress is small.&lt;br /&gt;
* &#039;&#039;&#039;[[Careful Synthesis II]]&#039;&#039;&#039; from [[Weaver]] – 120% efficiency. When you reach 50th level, replace all &#039;&#039;Standard Synthesis&#039;&#039; with it immediately.&lt;br /&gt;
* &#039;&#039;&#039;[[Careful Synthesis III]]&#039;&#039;&#039; from [[Weaver]] – 150% efficiency, available from level 62.&lt;br /&gt;
* &#039;&#039;&#039;[[Rapid Synthesis]]&#039;&#039;&#039; from [[Armorer]] – synthesis overclocking giving a 250% boost. Unstable. 50/50 it may fail or may not. Active &#039;&#039;&#039;Steady Hand&#039;&#039;&#039; or better &#039;&#039;&#039;Steady Hand II&#039;&#039;&#039; is highly recommended. But not Steady Hand nor Steady Hand II makes it 100% sure, and you need take it into account while planing the action sequence. Anyway try to don&#039;t left this action for the last step if you have another choice.&lt;br /&gt;
&lt;br /&gt;
=== Quality increasing actions ===&lt;br /&gt;
*&#039;&#039;&#039;[[Hasty Touch]]&#039;&#039;&#039; from [[Culinarian]] – very low success rate, but cost no CP. Its main usage is to save some amount of CP for other actions. Note that it is better to always use it under the Steady Hand buff.&lt;br /&gt;
** Save CP for Basic, Standard and other Touches. For example: Start with Inner Quiet and Steady Hand, then use Hasty_Touch to save CP, for maximum number of Standard Touches. Finally, spend all remaining CP repeating Standard Touch. Why not vise versa? Because this way, the greater efficiency of Standard Touch will be 125% you will have greater bonus from Inner Quiet, unlike if use Standard Touch at the begining.&lt;br /&gt;
&lt;br /&gt;
=== Buffs and supplementary ===&lt;br /&gt;
* &#039;&#039;&#039;[[Steady Hand]]&#039;&#039;&#039; (level 9) – one of the most useful buffs, common for all crafting classes. It improves action success rate by 20% for the next 5 steps, and costs 22CP. As the most actions has success rate below 100%, Steady Hand is the basis of all crafting strategy.&lt;br /&gt;
** At first, it increases successs rate of almost all main actions to 100%&lt;br /&gt;
** It allow to charge &#039;&#039;&#039;Inner Quiet&#039;&#039;&#039; many times using the &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039; (70% success rate isn&#039;t quite enough, but however it is better than basic 50%).&lt;br /&gt;
** Improve [[Rapid Synthesis]] up to 70% success rate and boost synthesis progress.&lt;br /&gt;
* &#039;&#039;&#039;[[Steady Hand II]]&#039;&#039;&#039; (level 37) - +30% to success rate for the same 5 steps and 25CP cost. As it is only 3CP more expensive, you may completely remove the first &#039;&#039;&#039;Steady Hand&#039;&#039;&#039;, but on the other hand &#039;&#039;&#039;Steady Hand&#039;&#039;&#039; is quite enough for some actions and even 3CP may play their role.&lt;br /&gt;
* &#039;&#039;&#039;[[Inner Quiet]]&#039;&#039;&#039; (level 13) – grants incremental bonus to control with every increase in quality. Cost: 18CP. Each stack increases quality gain on ~11% [TODO: check dependence from character&#039;s level]. Duration of this effect and number of stacks are unlimited. This is the first action you have to do from the very beginning of the crafting.&lt;br /&gt;
** Use quality increasing actions in order of efficiency ascending (i.e. spending CP without a plan will cause efficiency loss).&lt;br /&gt;
** Increase quality first and then use &#039;&#039;&#039;Rumination&#039;&#039;&#039; to restore some CP and finish synthesis. This method is one of the most used.&lt;br /&gt;
** Charge Inner Quiet as much as possible using the &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039; and finally cast &#039;&#039;&#039;Byregot&#039;s Brow&#039;&#039;&#039; or &#039;&#039;&#039;Byregot&#039;s Blessing&#039;&#039;&#039;. But don&#039;t forget that Inner Quiet ends upon these actions and plan synthesis actions respectively.&lt;br /&gt;
* &#039;&#039;&#039;[[Rumination]]&#039;&#039;&#039; - restoress CP proportionally to the number of last Inner Quiet stacks. This amount is usually greater than 18CP that allow e.g. to finish crafting using the Standard Synthesis which costs 15CP. Also some times in pair with the Tricks of the Trade you may restore CP enough for the &#039;&#039;&#039;Waste Not&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Class-specific guides ==&lt;br /&gt;
//TODO: describe usage of specific abilities for each class&lt;br /&gt;
&lt;br /&gt;
[[Alchemist Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Armorer Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Blacksmith Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Carpenter Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Culinarian Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Goldsmith Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Leatherworker Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Weaver Guide]]&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Way_of_crafting&amp;diff=231000</id>
		<title>The Way of crafting</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Way_of_crafting&amp;diff=231000"/>
		<updated>2020-01-14T06:00:11Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: /* What profession to choose */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Way of crafting ==&lt;br /&gt;
&#039;&#039;Study the Ways of all professions (Go Rin no Sho, Miyamoto Musashi).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|This page is ongoing, and I&#039;ll continue writing and improving it. Please, correct me, if I mistake somewhere.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Here are the common words about crafting, suitable for all crafting classes. All class-specific information will appears on corresponding pages.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Crafting is a most efficient way to supply any needed equipment, for personal use, or quest goals. While leveling, keeping weapons and gear close to your character&#039;s level without crafting will require a lot of gil (often on the Marketplace). By using crafting to create the needed equipment, the gil cost will be greatly reduced, especially if relying on the Marketplace for high quality items. High quality items have noticeably better characteristics at the same level requirements, often better than items a few levels above their own. High quality items cannot be bought from a vendor, and are much, much, more expensive through the Marketplace.&lt;br /&gt;
&lt;br /&gt;
Certainly, the way of crafting also means that you need to be skilled in gathering. Without a gathering skill, a crafting will be more expensive than buying a finished products. Also the NPC vendors offer only a small assortment of low-level materials, which can cover material needs only up to 10th to 15th level. Furthermore, creating High Quality (HQ) items needs HQ materials, many HQ materials. High Quality materials cannot be bought from NPC vendors, and as with high quality items, relying on the Marketplace for them is very, very, expensive. &lt;br /&gt;
&lt;br /&gt;
Crafting starts from an hours of striking a rocks with a pickaxe under the sun, which wants to fry you, of slashing a trees, wet to the skin under the falling rain, and traveling from one end of Eorzea to another, with heavy-weight backpack, which bends you to the ground. And continues by hours spent at the workbench or anvil, making a tons of billets, sorting the best of them, to finally turn them into that, what may be called a Masterpiece. This is not a way to obtain something easily. Do you ready for this? If yes- welcome to our ranks!&lt;br /&gt;
&lt;br /&gt;
== What profession to choose ==&lt;br /&gt;
All the crafting classes have some interaction with the others, so unlocking as many as possible, as soon as possible, is a wise idea. In particular,&lt;br /&gt;
Carpentry, Blacksmithing, Armorsmithing, and Leatherworking have a large number of cross-requirements with each other. Acquiring these four early will help greatly for any Disciple of War class. Weaving, Leatherworking, Alchemy, and Goldsmithing interlock as well, and are a good early focus for Disciple of Magic, Hand, or Land classes. Culinarian cannot be neglected, as it is the primary source for crafting, gathering, and attribute bonuses. Because of their interactions you will wish to keep the crafting classes of roughly equal level. The gathering classes should be slightly ahead of the crafting ones to avoid material supply issues.&lt;br /&gt;
&lt;br /&gt;
To coordinate your first start here is a table with the main dependencies between battle and non-battle classes:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Battle class !! Weapon crafting !! Armor crafting !! Preferred gathering&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Marauder]], [[Gladiator]]&#039;&#039;&#039; || [[Blacksmith]], [[Carpenter]] || [[Armorer]], [[Leatherworker]] || [[Miner]],[[Botanist]], Loot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Pugilist]]&#039;&#039;&#039;|| [[Blacksmith]], [[Goldsmith]], [[Carpenter]] || [[Weaver]], [[Leatherworker]] || [[Miner]],[[Botanist]], Loot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Lancer]]&#039;&#039;&#039; || [[Carpenter]], [[Blacksmith]] || [[Armorer]], [[Leatherworker]] || [[Botanist]], [[Miner]], Loot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Archer]]&#039;&#039;&#039; || [[Carpenter]], [[Blacksmith]] || [[Leatherworker]], [[Armorer]] || [[Botanist]], Loot, [[Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Rogue]]&#039;&#039;&#039; || [[Blacksmith]] || [[Weaver]], [[Leatherworker]] || [[Miner]],[[Botanist]], Loot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Conjurer]]&#039;&#039;&#039; || [[Carpenter]], [[Alchemist]] || [[Weaver]], [[Leatherworker]] || [[Botanist]], Loot, [[Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Thaumaturge]]&#039;&#039;&#039; || [[Goldsmith]], [[Carpenter]] || [[Weaver]], [[Leatherworker]] || [[Botanist]], Loot, [[Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Arcanist]]&#039;&#039;&#039; || [[Alchemist]], [[Carpenter]] || [[Weaver]], [[Leatherworker]] || [[Botanist]], Loot, [[Miner]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: the [[Goldsmith]] makes jewelry, used to increase different attributes, which is useful for all classes without exceptions.&lt;br /&gt;
&lt;br /&gt;
== Crafting summary ==&lt;br /&gt;
As common for unlocking of other classes, go to the crafters guild and talk with guild receptionist and then - with guild master. Guild master will give you a first lesson and your first tool. After this mandatory part you may equip your tool and go to the nearest location to kill some mobs with it :).&lt;br /&gt;
&lt;br /&gt;
* When you make an item which you hadn&#039;t make before, you get additional exp bonus.&lt;br /&gt;
* Don&#039;t make tons of lower-level items, but focus on most complex recipes, however this is obvious. &#039;&#039;&#039;Always try to increase items quality as much as you can: the more quality points you reach, the more experience you earn, even if resulting item not becomes HQ or it has only stadard quality.&#039;&#039;&#039;&lt;br /&gt;
* Be avoid to use Quick Synthesis: you&#039;ll gain a minimum amount of experience, the chance to create HQ item will be minimal, and, furthermore, there is a small chance that some of synthesises will fail, even you creating a simplest items. &lt;br /&gt;
* Keep your DoL classes slightly higher than DoH, and DoH slightly higher than DoW and DoM. You will hardly get an advantage from crafting if you can&#039;t make HQ items. It becomes especially actual at 50th level.&lt;br /&gt;
&lt;br /&gt;
That&#039;s all main recommendations about crafting.&lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
At first time, when you unlock a crafting class, (approximately until 9-10th level) you may leveling fast enough only by crafting items, available in your crafting log, one by another. But nonetheless it is useful to complete first four guild quests: they gives a very good amount of crystal shards in reward.&lt;br /&gt;
* &#039;&#039;&#039;Levequests:&#039;&#039;&#039; If you need to speed up your leveling, there are &#039;&#039;&#039;[[Tradecraft_Leves|levequests]]&#039;&#039;&#039;, available for each DoH class starting from lv.1. These quests may be taken form Levemetes in that regions of Eorzea where corresponding guilds are located. Unlike in the common quests, providing an HQ items will double experience gain and reward. And unlike in a common quests, you can provide high-quality items along with normal-quality ones for the same order. The reward will be increased proportionally to percent of HQ items. Some levequests allows to provide an extra items above required quantity for the additional reward.&lt;br /&gt;
* &#039;&#039;&#039;Supply missions:&#039;&#039;&#039; When you join to one of [[Grand_Company|Grand companies]], you&#039;ll be able to participate in Supply missions - daily duties, available for each crafting class. They requires to udertake only one item (or a bunch, e.g. potions that are made 3 bottles at a time) and rewarded with a huge amount of EXP and in addition - with some Grand Company seals. As in the levequests, HQ items rewarded with double experience. These missions requires minimum amount of time and materials. But from the other hand, it may make you to run all over Eorzea in a single day to collect all necessary materials and have time to craft all required items. Nevertheless, a large amount of experience pays off all efforts.&lt;br /&gt;
&lt;br /&gt;
=== Catalysts ===&lt;br /&gt;
Except a materials, you need a [[Crystal|crystals]] as catalyst for crafting. You can earn a good initial amount of crystals in the first 4 guild quests, and this will be enough for the first time. But at 18,27,33,39 and 45 levels amount of required crystal shards increases by 1, reaching the number of 6 at the 50th level. And this is a head pain, because they are rare in quest rewards, and gathering them takes too much time and gives too insignificant experience for [[Miner]] or [[Botanist]], especially at middle and high levels.&lt;br /&gt;
&lt;br /&gt;
== Crafting progress ==&lt;br /&gt;
Crafting progress is a quite simple. One thing is to be mentioned: the progress generated by Synthesis grows as the recipe becomes easier for your level. Therefore you can&#039;t rely on progress value for lower-level item while crafting a higher-level one. But on the other side, the progress, made by any same-level class (with equivalent equipment) for any same-level item will be the same.&lt;br /&gt;
&lt;br /&gt;
== Increasing of quality ==&lt;br /&gt;
In fact, the crafting is a task of solving a &amp;quot;[https://en.wikipedia.org/wiki/Knapsack_problem Knapsack problem]&amp;quot;: how to combine different actions to obtain maximum quality and successfully complete synthesis. This is too complex task to make a single universal formula for it, but on following simple example I&#039;ll try to illustrate main principles of solving it:&lt;br /&gt;
&lt;br /&gt;
For example, we needs to make some material with minimal difficulty (we can synthesize it by 1 step) and we have 192CP for improving of its quality. Lets compose a different combinations of available crafting actions, which we may take with given amount of CP. Then we need to compute how much quality points we may obtain via each combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In addition, we shall keep in mind that most of crafting actions have probabilistic nature, which we need to take into account&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Success rate - is probability of that whole sequence of actions succeeds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Actions taken !! Success rate !! AVG efficiency !! Max efficiency&lt;br /&gt;
|-&lt;br /&gt;
| 1 Masters&#039; Mend (CP:92), 5 Basic touch (CP:18, eff:1.0, prob:0.7) || 0.17 || 0.84 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 1 Masters&#039; Mend (CP:92), 1 Steady Hand (22CP), 4 Basic Touch (CP:18, eff:1.0, prob:0.7+0.2) || 0.66 || 2.62 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 1 Masters&#039; Mend (CP:92), 3 Standard Touch (CP:32, eff:1.25, prob:0.8) || 0.51 || 1.92 || 3.75&lt;br /&gt;
|-&lt;br /&gt;
| 1 Steady Hand (22CP), 3 Standard Touch (CP:32, eff:1.25, prob:0.8+0.2) || 1.00 || 3.75 || 3.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here we see, that maximum amount of quality we may obtain using Basic touch 5 times. But probability of this seems too small (16.8%&#039;&#039;&#039;*&#039;&#039;&#039;). So this method is most suitable when you couldn&#039;t approach to 100% of quality points, but have a lots of materials, lot of time and need to make one or two HQ items.&lt;br /&gt;
&lt;br /&gt;
The Standard Touch in this conditions losses in both of average and maximum efficiency due to much more CP cost and lesser advantage in efficiency. So it isn&#039;t a right choice when you have small amount of CP, but it will be useful when limit of Durability is more tight, than limit of CP.&lt;br /&gt;
&lt;br /&gt;
At last, the most interesting method: buffing Basic Touch with Steady Hand, which increases probability of first one up to 0.9 (90%). This method gives a maximum average efficiency and is a best choice if you needs to create a lot of HQ items (commonly - crafting materials).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; Probability of that an event will occure &#039;&#039;m&#039;&#039; times in &#039;&#039;n&#039;&#039; trials is &#039;&#039;&#039;Pm,n=(n!/(m!×(n-m)!)) × p^m × q^(n-m)&#039;&#039;&#039;, where &#039;&#039;p&#039;&#039; is probability of an event and &#039;&#039;q&#039;&#039;=1-&#039;&#039;p&#039;&#039; - is probability of that event will not occure. If simplify this formula for &#039;&#039;m&#039;&#039;==&#039;&#039;n&#039;&#039;, then &#039;&#039;&#039;Pm,m=p^m&#039;&#039;&#039;. For comparison, the probability of that the event will occures 5 times of 5 trials will be 0.59 (59%) if &#039;&#039;p&#039;&#039;==0.9, and 0.328 if &#039;&#039;p&#039;&#039;==0.8, and only 0.168 if &#039;&#039;p&#039;&#039;==0.7.&lt;br /&gt;
&lt;br /&gt;
//TODO FIRST: correct this example, meaning a calculations of actions probability.&lt;br /&gt;
&lt;br /&gt;
//TODO: Write a note about that &amp;quot;50% success rate&amp;quot; not means a &amp;quot;one guaranteed success in each 2 attempts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== HQ probability ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HQ-probability.png|150px|thumb|left|HQ-probability]]||&lt;br /&gt;
If the crafting progress has absolutely linear scale, the chance to create HQ item has more complex dependency from amount of quality points. As you can see on the picture, filling of quality bar on about 65% grants only 20% probability to obtain an HQ item in result. But after reaching of this point, the probability starts to grow much more quickly. So what all these numbers are means in practice? For the most high-level recipes, available for the certain level, you will be able to fill only a half of quality bar (or even less), so chance of HQ will be nearly zero. But if at least a half of ingredients are HQ, this may significantly increase this chance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This diagram based on measurements made while crafting 25lv. items, which requires 1296 quality points, and was prooved by measurements on several lower-level recipes.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== High quality ingredients ====&lt;br /&gt;
Using of high quality ingredients gives you some initial quality points. As higher the level of ingredient and as many HQ ingredients are used, as much initial quality will be gained. On the average, about a half of high quality ingredients will allow you to reliably produce HQ items from about a middle of your current recipe list. With full set of HQ ingredients, initial quality reachs about a half of maximum and allow to get very high chance to make HQ item from any recipe, available to your current level.&lt;br /&gt;
&lt;br /&gt;
Low-level ingredients in high-level recipes gives no significant amount of quality. Considering a small amount of exp they gives and the low price, the better solution is simply to buy them from nearest NPC.&lt;br /&gt;
&lt;br /&gt;
==== Materials condition ====&lt;br /&gt;
Very important feature in the crafting process is the materials condition - randomly appearing buffs, affecting quality points gain while using &#039;&#039;&#039;touch &#039;&#039;&#039; actions. Except default &amp;quot;normal&amp;quot; condition, there are two helpful: &amp;quot;good&amp;quot; and &amp;quot;excellent&amp;quot; and the one detrimental: &amp;quot;poor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Normal&amp;quot;&#039;&#039;&#039; is the initial condition, and it always follow the &amp;quot;good&amp;quot; and the pair of &amp;quot;excellent&amp;quot;-&amp;gt;&amp;quot;poor&amp;quot; conditions. Because of this rule the real average frequency of appearing of &amp;quot;good&amp;quot; or &amp;quot;excellent&amp;quot; conditions is noticeably lesser than their expected value.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Good&amp;quot;&#039;&#039;&#039; condition multiplies quality gain by 1.5 and appears with a chance of ~25-50%(?). Its the best if you has already cast [[Steady Hand]] and [[Great Strides]] at this moment and ready to use yout most powerfull &#039;&#039;&#039;touch&#039;&#039;&#039; action. In the other cases it may be better ignored or used to restore some CP using [[Tricks of the Trade]]. In fact, all depends on certain situation.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Excellent&amp;quot;&#039;&#039;&#039; multiplies quality gain by 2?, but it is rarely appears (chance ~10%) and followed with the &amp;quot;poor&amp;quot;. It&#039;s like a Limit Break if you catch it at a good moment and successfully used a touch. But if touch fails then consequences becomes more hard than usual.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Poor&amp;quot;&#039;&#039;&#039; follows the &amp;quot;excellent&amp;quot; condition and lowers quality gain on 10%?. If you need or can do something else than to increase quality at this step, it is good.&lt;br /&gt;
&lt;br /&gt;
=== Crafting of materials ===&lt;br /&gt;
Materials are &#039;&#039;usually&#039;&#039; has quite low difficulty, which avails to synthesize&#039;em by a single step. But maximum quality is not. Also, low durability applies tight restrictions on increasing of quality.&lt;br /&gt;
From 7th to 20th level use &#039;&#039;&#039;Inner Quiet&#039;&#039;&#039; and restore durability with &#039;&#039;&#039;Masters Mend&#039;&#039;&#039; to get more steps. Since the &#039;&#039;&#039;Inner Quiet&#039;&#039;&#039; buff is increasing after each increasing of quality, use &amp;quot;touch&amp;quot; actions in order of ascending of their efficiency.&lt;br /&gt;
If you have some lack of CP, try to use food, which [[Crafting#Craftsmanship_Increase_Food|increases CP]], it may be more effective than increasing of [[Control]] (if it&#039;ll allow you to take more &#039;&#039;&#039;touches&#039;&#039;&#039; or buffs like [[Great Strides]]).&lt;br /&gt;
&lt;br /&gt;
Starting from ~21st level, when [[Great Strides (Culinarian)|Great Strides]] becomes unlocked, the most effective strategy, that I tried, is &amp;quot;forsage&amp;quot;: get as much quality as possible by first three steps and synthesize at last one. In details, use all buffs that increases quality gain, and most effective touch actions which available. My common sequence is &#039;&#039;&#039;Inner Quiet&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;Great Strides&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;Steady Hand&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;* Touch&#039;&#039;&#039;&amp;gt;(&#039;&#039;&#039;Great Strides&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;* Touch&#039;&#039;&#039;)x2. &amp;quot;* Touch&amp;quot; means the most effective set of Basic, Standard or Advanced Touches, which I can use with available CP, in order of efficiency ascending. Also, if materials condition becomes good or excellent before I casted the &#039;&#039;&#039;Steady Hand&#039;&#039;&#039;, I&#039;m using &#039;&#039;&#039;Tricks of the Trade&#039;&#039;&#039; to restore spent CP. At last, I&#039;m casting [[Rumination]] to restore some CP for synthesis, or to use [[Waste Not]] and get extra step to try luck with &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039;. I tried other ways, like to &amp;quot;charge&amp;quot; &#039;&#039;&#039;Inner Quiet&#039;&#039;&#039; with &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039;es as much as possible, but low success rate of &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039; and the high CP cost of &#039;&#039;&#039;Masters Mend&#039;&#039;&#039; makes this way useless.&lt;br /&gt;
&lt;br /&gt;
Note: With [[Steady Hand II]] (at 37th level) the &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039; becomes more reliable, and such charging usually gives better result, but the random still have significant influence on it.&lt;br /&gt;
&lt;br /&gt;
=== Crafting of common items ===&lt;br /&gt;
The feature of crafting of middle-complexity items is that you able to mix increasing of quality with synthesis, aiming to catch more moments when condition of materials becomes good or excellent, and do it without loss of productivity. Start crafting with &#039;&#039;synthesis&#039;&#039; and keep an eye on materials condition. When it turns &#039;&#039;good&#039;&#039; or &#039;&#039;excellent&#039;&#039;, use that &#039;&#039;touch&#039;&#039; action, which has maximum efficiency and success rate. But always prefere to ignore the material condition when you need to (re)cast &#039;&#039;&#039;Steady Hand&#039;&#039;&#039;, because if &#039;&#039;touch&#039;&#039; will fail, you will lose both material condition bonus, and increasing of quality at this step, and the current step itself.&lt;br /&gt;
&lt;br /&gt;
=== Crafting of a complex items ===&lt;br /&gt;
In the each group of recipes there are several items, which differs from another by ~20%-higher difficulty. They are always have 10 points of durability above common ones, but requires much more steps for synthesis. The most problem with them is that you may miss out of look its difficulty and become unable to complete synthesis, by getting carried away with increasing of quality.&lt;br /&gt;
&lt;br /&gt;
At first, you need to boost synthesis progress, and cross class action [[Rapid Synthesis]] is the best for it. 250% efficiency of this action may save up to 2 steps. The only problem is 50% success rate (70% with the &#039;&#039;&#039;Steady Hand&#039;&#039;&#039;)and because of this, &#039;&#039;&#039;Rapid Synthesis&#039;&#039;&#039; should be used in the beginning of crafting to be able to use &amp;quot;plan Z&amp;quot;. However, high efficiency and no CP cost exceeds this disadvantage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: make the test items, to see how much progress you make, because sometimes you may to underestimate your ability and unexpectedly complete synthesis by a single &#039;&#039;&#039;Rapid Synthesis&#039;&#039;&#039;, before you will have started to increase quality.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* At first, get so much HQ materials as it possible. Full set of HQ materials gives a half of maximum amount of quality points, independently of the recipe.&lt;br /&gt;
* Use &#039;&#039;Steady hand&#039;&#039; buff for both of syntesis and increasing of quality actions: in such conditions the 10% fail rate of Basic Touch becomes critical, but you can&#039;t replace it with Carefull synthesis without significant loss of efficiency.&lt;br /&gt;
* Try to boost progress using the [[Rapid Synthesis]] from Armorer. Cast &#039;&#039;Steady Hand&#039;&#039; and use &#039;&#039;Rapid Synthesis&#039;&#039; (its success rate will be 70%). If it succeeds from the 1st attempt, it&#039;ll bring 250% of progress against &#039;&#039;Basic Touch&#039;&#039;. Due to low success rate, it is better use this action at the beginning of crafting process, to have fallback ways, and to correctly plan remaining steps if &#039;&#039;Rapid Synthesis&#039;&#039; fails (time to time, it may fail even twice).&lt;br /&gt;
&lt;br /&gt;
== Actions and buffs ==&lt;br /&gt;
=== Synthesis actions ===&lt;br /&gt;
* &#039;&#039;&#039;[[Careful Synthesis]]&#039;&#039;&#039; from [[Weaver]] – 100% warranted result! Start synthesize with no fails right now! P.S.: 90% efficiency. Your culinarian skills must be at least 15th level. If be serious, often, 90% efficiency is enough to complete synthesis with the same number of steps as using the Basic synthesis. Also often this action is usefull to finish synthesis when the remain progress is small.&lt;br /&gt;
* &#039;&#039;&#039;[[Careful Synthesis II]]&#039;&#039;&#039; from [[Weaver]] – 120% efficiency. When you reach 50th level, replace all &#039;&#039;Standard Synthesis&#039;&#039; with it immediately.&lt;br /&gt;
* &#039;&#039;&#039;[[Careful Synthesis III]]&#039;&#039;&#039; from [[Weaver]] – 150% efficiency, available from level 62.&lt;br /&gt;
* &#039;&#039;&#039;[[Rapid Synthesis]]&#039;&#039;&#039; from [[Armorer]] – synthesis overclocking giving a 250% boost. Unstable. 50/50 it may fail or may not. Active &#039;&#039;&#039;Steady Hand&#039;&#039;&#039; or better &#039;&#039;&#039;Steady Hand II&#039;&#039;&#039; is highly recommended. But not Steady Hand nor Steady Hand II makes it 100% sure, and you need take it into account while planing the action sequence. Anyway try to don&#039;t left this action for the last step if you have another choice.&lt;br /&gt;
&lt;br /&gt;
=== Quality increasing actions ===&lt;br /&gt;
*&#039;&#039;&#039;[[Hasty Touch]]&#039;&#039;&#039; from [[Culinarian]] – very low success rate, but cost no CP. Its main usage is to save some amount of CP for other actions. Note that it is better to always use it under the Steady Hand buff.&lt;br /&gt;
** Save CP for Basic, Standard and other Touches. For example: Start with Inner Quiet and Steady Hand, then use Hasty_Touch to save CP, for maximum number of Standard Touches. Finally, spend all remaining CP repeating Standard Touch. Why not vise versa? Because this way, the greater efficiency of Standard Touch will be 125% you will have greater bonus from Inner Quiet, unlike if use Standard Touch at the begining.&lt;br /&gt;
&lt;br /&gt;
=== Buffs and supplementary ===&lt;br /&gt;
* &#039;&#039;&#039;[[Steady Hand]]&#039;&#039;&#039; (level 9) – one of the most useful buffs, common for all crafting classes. It improves action success rate by 20% for the next 5 steps, and costs 22CP. As the most actions has success rate below 100%, Steady Hand is the basis of all crafting strategy.&lt;br /&gt;
** At first, it increases successs rate of almost all main actions to 100%&lt;br /&gt;
** It allow to charge &#039;&#039;&#039;Inner Quiet&#039;&#039;&#039; many times using the &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039; (70% success rate isn&#039;t quite enough, but however it is better than basic 50%).&lt;br /&gt;
** Improve [[Rapid Synthesis]] up to 70% success rate and boost synthesis progress.&lt;br /&gt;
* &#039;&#039;&#039;[[Steady Hand II]]&#039;&#039;&#039; (level 37) - +30% to success rate for the same 5 steps and 25CP cost. As it is only 3CP more expensive, you may completely remove the first &#039;&#039;&#039;Steady Hand&#039;&#039;&#039;, but on the other hand &#039;&#039;&#039;Steady Hand&#039;&#039;&#039; is quite enough for some actions and even 3CP may play their role.&lt;br /&gt;
* &#039;&#039;&#039;[[Inner Quiet]]&#039;&#039;&#039; (level 13) – grants incremental bonus to control with every increase in quality. Cost: 18CP. Each stack increases quality gain on ~11% [TODO: check dependence from character&#039;s level]. Duration of this effect and number of stacks are unlimited. This is the first action you have to do from the very beginning of the crafting.&lt;br /&gt;
** Use quality increasing actions in order of efficiency ascending (i.e. spending CP without a plan will cause efficiency loss).&lt;br /&gt;
** Increase quality first and then use &#039;&#039;&#039;Rumination&#039;&#039;&#039; to restore some CP and finish synthesis. This method is one of the most used.&lt;br /&gt;
** Charge Inner Quiet as much as possible using the &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039; and finally cast &#039;&#039;&#039;Byregot&#039;s Brow&#039;&#039;&#039; or &#039;&#039;&#039;Byregot&#039;s Blessing&#039;&#039;&#039;. But don&#039;t forget that Inner Quiet ends upon these actions and plan synthesis actions respectively.&lt;br /&gt;
* &#039;&#039;&#039;[[Rumination]]&#039;&#039;&#039; - restoress CP proportionally to the number of last Inner Quiet stacks. This amount is usually greater than 18CP that allow e.g. to finish crafting using the Standard Synthesis which costs 15CP. Also some times in pair with the Tricks of the Trade you may restore CP enough for the &#039;&#039;&#039;Waste Not&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Class-specific guides ==&lt;br /&gt;
//TODO: describe usage of specific abilities for each class&lt;br /&gt;
&lt;br /&gt;
[[Alchemist Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Armorer Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Blacksmith Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Carpenter Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Culinarian Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Goldsmith Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Leatherworker Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Weaver Guide]]&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Way_of_crafting&amp;diff=230999</id>
		<title>The Way of crafting</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Way_of_crafting&amp;diff=230999"/>
		<updated>2020-01-14T05:58:33Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: Wordsmithing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Way of crafting ==&lt;br /&gt;
&#039;&#039;Study the Ways of all professions (Go Rin no Sho, Miyamoto Musashi).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|This page is ongoing, and I&#039;ll continue writing and improving it. Please, correct me, if I mistake somewhere.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Here are the common words about crafting, suitable for all crafting classes. All class-specific information will appears on corresponding pages.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Crafting is a most efficient way to supply any needed equipment, for personal use, or quest goals. While leveling, keeping weapons and gear close to your character&#039;s level without crafting will require a lot of gil (often on the Marketplace). By using crafting to create the needed equipment, the gil cost will be greatly reduced, especially if relying on the Marketplace for high quality items. High quality items have noticeably better characteristics at the same level requirements, often better than items a few levels above their own. High quality items cannot be bought from a vendor, and are much, much, more expensive through the Marketplace.&lt;br /&gt;
&lt;br /&gt;
Certainly, the way of crafting also means that you need to be skilled in gathering. Without a gathering skill, a crafting will be more expensive than buying a finished products. Also the NPC vendors offer only a small assortment of low-level materials, which can cover material needs only up to 10th to 15th level. Furthermore, creating High Quality (HQ) items needs HQ materials, many HQ materials. High Quality materials cannot be bought from NPC vendors, and as with high quality items, relying on the Marketplace for them is very, very, expensive. &lt;br /&gt;
&lt;br /&gt;
Crafting starts from an hours of striking a rocks with a pickaxe under the sun, which wants to fry you, of slashing a trees, wet to the skin under the falling rain, and traveling from one end of Eorzea to another, with heavy-weight backpack, which bends you to the ground. And continues by hours spent at the workbench or anvil, making a tons of billets, sorting the best of them, to finally turn them into that, what may be called a Masterpiece. This is not a way to obtain something easily. Do you ready for this? If yes- welcome to our ranks!&lt;br /&gt;
&lt;br /&gt;
== What profession to choose ==&lt;br /&gt;
All the crafting classes have some interaction with the others, so unlocking as many as possible, as soon as possible, is a wise idea. In particular,&lt;br /&gt;
Carpentry, Blacksmithing, Armorsmithing, and Leatherworking have a large number of cross-requirements with each other. Acquiring these four early will help greatly for any Disciple of War class. Weaving, Leatherworking, Alchemy, and Goldsmithing interlock as well, and are a good early focus for Disciple of Magic, Hand, or Land classes. Culinarian cannot be neglected, as it is the primary source for crafting, gathering, and attribute bonuses. Because of their interactions you will wish to keep the crafting classes of roughly equal level, and the gathering classes slightly ahead of the crafting ones.&lt;br /&gt;
&lt;br /&gt;
To coordinate your first start here is a table with the main dependencies between battle and non-battle classes:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Battle class !! Weapon crafting !! Armor crafting !! Preferred gathering&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Marauder]], [[Gladiator]]&#039;&#039;&#039; || [[Blacksmith]], [[Carpenter]] || [[Armorer]], [[Leatherworker]] || [[Miner]],[[Botanist]], Loot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Pugilist]]&#039;&#039;&#039;|| [[Blacksmith]], [[Goldsmith]], [[Carpenter]] || [[Weaver]], [[Leatherworker]] || [[Miner]],[[Botanist]], Loot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Lancer]]&#039;&#039;&#039; || [[Carpenter]], [[Blacksmith]] || [[Armorer]], [[Leatherworker]] || [[Botanist]], [[Miner]], Loot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Archer]]&#039;&#039;&#039; || [[Carpenter]], [[Blacksmith]] || [[Leatherworker]], [[Armorer]] || [[Botanist]], Loot, [[Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Rogue]]&#039;&#039;&#039; || [[Blacksmith]] || [[Weaver]], [[Leatherworker]] || [[Miner]],[[Botanist]], Loot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Conjurer]]&#039;&#039;&#039; || [[Carpenter]], [[Alchemist]] || [[Weaver]], [[Leatherworker]] || [[Botanist]], Loot, [[Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Thaumaturge]]&#039;&#039;&#039; || [[Goldsmith]], [[Carpenter]] || [[Weaver]], [[Leatherworker]] || [[Botanist]], Loot, [[Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Arcanist]]&#039;&#039;&#039; || [[Alchemist]], [[Carpenter]] || [[Weaver]], [[Leatherworker]] || [[Botanist]], Loot, [[Miner]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: the [[Goldsmith]] makes jewelry, used to increase different attributes, which is useful for all classes without exceptions.&lt;br /&gt;
&lt;br /&gt;
== Crafting summary ==&lt;br /&gt;
As common for unlocking of other classes, go to the crafters guild and talk with guild receptionist and then - with guild master. Guild master will give you a first lesson and your first tool. After this mandatory part you may equip your tool and go to the nearest location to kill some mobs with it :).&lt;br /&gt;
&lt;br /&gt;
* When you make an item which you hadn&#039;t make before, you get additional exp bonus.&lt;br /&gt;
* Don&#039;t make tons of lower-level items, but focus on most complex recipes, however this is obvious. &#039;&#039;&#039;Always try to increase items quality as much as you can: the more quality points you reach, the more experience you earn, even if resulting item not becomes HQ or it has only stadard quality.&#039;&#039;&#039;&lt;br /&gt;
* Be avoid to use Quick Synthesis: you&#039;ll gain a minimum amount of experience, the chance to create HQ item will be minimal, and, furthermore, there is a small chance that some of synthesises will fail, even you creating a simplest items. &lt;br /&gt;
* Keep your DoL classes slightly higher than DoH, and DoH slightly higher than DoW and DoM. You will hardly get an advantage from crafting if you can&#039;t make HQ items. It becomes especially actual at 50th level.&lt;br /&gt;
&lt;br /&gt;
That&#039;s all main recommendations about crafting.&lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
At first time, when you unlock a crafting class, (approximately until 9-10th level) you may leveling fast enough only by crafting items, available in your crafting log, one by another. But nonetheless it is useful to complete first four guild quests: they gives a very good amount of crystal shards in reward.&lt;br /&gt;
* &#039;&#039;&#039;Levequests:&#039;&#039;&#039; If you need to speed up your leveling, there are &#039;&#039;&#039;[[Tradecraft_Leves|levequests]]&#039;&#039;&#039;, available for each DoH class starting from lv.1. These quests may be taken form Levemetes in that regions of Eorzea where corresponding guilds are located. Unlike in the common quests, providing an HQ items will double experience gain and reward. And unlike in a common quests, you can provide high-quality items along with normal-quality ones for the same order. The reward will be increased proportionally to percent of HQ items. Some levequests allows to provide an extra items above required quantity for the additional reward.&lt;br /&gt;
* &#039;&#039;&#039;Supply missions:&#039;&#039;&#039; When you join to one of [[Grand_Company|Grand companies]], you&#039;ll be able to participate in Supply missions - daily duties, available for each crafting class. They requires to udertake only one item (or a bunch, e.g. potions that are made 3 bottles at a time) and rewarded with a huge amount of EXP and in addition - with some Grand Company seals. As in the levequests, HQ items rewarded with double experience. These missions requires minimum amount of time and materials. But from the other hand, it may make you to run all over Eorzea in a single day to collect all necessary materials and have time to craft all required items. Nevertheless, a large amount of experience pays off all efforts.&lt;br /&gt;
&lt;br /&gt;
=== Catalysts ===&lt;br /&gt;
Except a materials, you need a [[Crystal|crystals]] as catalyst for crafting. You can earn a good initial amount of crystals in the first 4 guild quests, and this will be enough for the first time. But at 18,27,33,39 and 45 levels amount of required crystal shards increases by 1, reaching the number of 6 at the 50th level. And this is a head pain, because they are rare in quest rewards, and gathering them takes too much time and gives too insignificant experience for [[Miner]] or [[Botanist]], especially at middle and high levels.&lt;br /&gt;
&lt;br /&gt;
== Crafting progress ==&lt;br /&gt;
Crafting progress is a quite simple. One thing is to be mentioned: the progress generated by Synthesis grows as the recipe becomes easier for your level. Therefore you can&#039;t rely on progress value for lower-level item while crafting a higher-level one. But on the other side, the progress, made by any same-level class (with equivalent equipment) for any same-level item will be the same.&lt;br /&gt;
&lt;br /&gt;
== Increasing of quality ==&lt;br /&gt;
In fact, the crafting is a task of solving a &amp;quot;[https://en.wikipedia.org/wiki/Knapsack_problem Knapsack problem]&amp;quot;: how to combine different actions to obtain maximum quality and successfully complete synthesis. This is too complex task to make a single universal formula for it, but on following simple example I&#039;ll try to illustrate main principles of solving it:&lt;br /&gt;
&lt;br /&gt;
For example, we needs to make some material with minimal difficulty (we can synthesize it by 1 step) and we have 192CP for improving of its quality. Lets compose a different combinations of available crafting actions, which we may take with given amount of CP. Then we need to compute how much quality points we may obtain via each combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In addition, we shall keep in mind that most of crafting actions have probabilistic nature, which we need to take into account&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Success rate - is probability of that whole sequence of actions succeeds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Actions taken !! Success rate !! AVG efficiency !! Max efficiency&lt;br /&gt;
|-&lt;br /&gt;
| 1 Masters&#039; Mend (CP:92), 5 Basic touch (CP:18, eff:1.0, prob:0.7) || 0.17 || 0.84 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 1 Masters&#039; Mend (CP:92), 1 Steady Hand (22CP), 4 Basic Touch (CP:18, eff:1.0, prob:0.7+0.2) || 0.66 || 2.62 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 1 Masters&#039; Mend (CP:92), 3 Standard Touch (CP:32, eff:1.25, prob:0.8) || 0.51 || 1.92 || 3.75&lt;br /&gt;
|-&lt;br /&gt;
| 1 Steady Hand (22CP), 3 Standard Touch (CP:32, eff:1.25, prob:0.8+0.2) || 1.00 || 3.75 || 3.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here we see, that maximum amount of quality we may obtain using Basic touch 5 times. But probability of this seems too small (16.8%&#039;&#039;&#039;*&#039;&#039;&#039;). So this method is most suitable when you couldn&#039;t approach to 100% of quality points, but have a lots of materials, lot of time and need to make one or two HQ items.&lt;br /&gt;
&lt;br /&gt;
The Standard Touch in this conditions losses in both of average and maximum efficiency due to much more CP cost and lesser advantage in efficiency. So it isn&#039;t a right choice when you have small amount of CP, but it will be useful when limit of Durability is more tight, than limit of CP.&lt;br /&gt;
&lt;br /&gt;
At last, the most interesting method: buffing Basic Touch with Steady Hand, which increases probability of first one up to 0.9 (90%). This method gives a maximum average efficiency and is a best choice if you needs to create a lot of HQ items (commonly - crafting materials).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; Probability of that an event will occure &#039;&#039;m&#039;&#039; times in &#039;&#039;n&#039;&#039; trials is &#039;&#039;&#039;Pm,n=(n!/(m!×(n-m)!)) × p^m × q^(n-m)&#039;&#039;&#039;, where &#039;&#039;p&#039;&#039; is probability of an event and &#039;&#039;q&#039;&#039;=1-&#039;&#039;p&#039;&#039; - is probability of that event will not occure. If simplify this formula for &#039;&#039;m&#039;&#039;==&#039;&#039;n&#039;&#039;, then &#039;&#039;&#039;Pm,m=p^m&#039;&#039;&#039;. For comparison, the probability of that the event will occures 5 times of 5 trials will be 0.59 (59%) if &#039;&#039;p&#039;&#039;==0.9, and 0.328 if &#039;&#039;p&#039;&#039;==0.8, and only 0.168 if &#039;&#039;p&#039;&#039;==0.7.&lt;br /&gt;
&lt;br /&gt;
//TODO FIRST: correct this example, meaning a calculations of actions probability.&lt;br /&gt;
&lt;br /&gt;
//TODO: Write a note about that &amp;quot;50% success rate&amp;quot; not means a &amp;quot;one guaranteed success in each 2 attempts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== HQ probability ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HQ-probability.png|150px|thumb|left|HQ-probability]]||&lt;br /&gt;
If the crafting progress has absolutely linear scale, the chance to create HQ item has more complex dependency from amount of quality points. As you can see on the picture, filling of quality bar on about 65% grants only 20% probability to obtain an HQ item in result. But after reaching of this point, the probability starts to grow much more quickly. So what all these numbers are means in practice? For the most high-level recipes, available for the certain level, you will be able to fill only a half of quality bar (or even less), so chance of HQ will be nearly zero. But if at least a half of ingredients are HQ, this may significantly increase this chance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This diagram based on measurements made while crafting 25lv. items, which requires 1296 quality points, and was prooved by measurements on several lower-level recipes.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== High quality ingredients ====&lt;br /&gt;
Using of high quality ingredients gives you some initial quality points. As higher the level of ingredient and as many HQ ingredients are used, as much initial quality will be gained. On the average, about a half of high quality ingredients will allow you to reliably produce HQ items from about a middle of your current recipe list. With full set of HQ ingredients, initial quality reachs about a half of maximum and allow to get very high chance to make HQ item from any recipe, available to your current level.&lt;br /&gt;
&lt;br /&gt;
Low-level ingredients in high-level recipes gives no significant amount of quality. Considering a small amount of exp they gives and the low price, the better solution is simply to buy them from nearest NPC.&lt;br /&gt;
&lt;br /&gt;
==== Materials condition ====&lt;br /&gt;
Very important feature in the crafting process is the materials condition - randomly appearing buffs, affecting quality points gain while using &#039;&#039;&#039;touch &#039;&#039;&#039; actions. Except default &amp;quot;normal&amp;quot; condition, there are two helpful: &amp;quot;good&amp;quot; and &amp;quot;excellent&amp;quot; and the one detrimental: &amp;quot;poor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Normal&amp;quot;&#039;&#039;&#039; is the initial condition, and it always follow the &amp;quot;good&amp;quot; and the pair of &amp;quot;excellent&amp;quot;-&amp;gt;&amp;quot;poor&amp;quot; conditions. Because of this rule the real average frequency of appearing of &amp;quot;good&amp;quot; or &amp;quot;excellent&amp;quot; conditions is noticeably lesser than their expected value.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Good&amp;quot;&#039;&#039;&#039; condition multiplies quality gain by 1.5 and appears with a chance of ~25-50%(?). Its the best if you has already cast [[Steady Hand]] and [[Great Strides]] at this moment and ready to use yout most powerfull &#039;&#039;&#039;touch&#039;&#039;&#039; action. In the other cases it may be better ignored or used to restore some CP using [[Tricks of the Trade]]. In fact, all depends on certain situation.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Excellent&amp;quot;&#039;&#039;&#039; multiplies quality gain by 2?, but it is rarely appears (chance ~10%) and followed with the &amp;quot;poor&amp;quot;. It&#039;s like a Limit Break if you catch it at a good moment and successfully used a touch. But if touch fails then consequences becomes more hard than usual.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Poor&amp;quot;&#039;&#039;&#039; follows the &amp;quot;excellent&amp;quot; condition and lowers quality gain on 10%?. If you need or can do something else than to increase quality at this step, it is good.&lt;br /&gt;
&lt;br /&gt;
=== Crafting of materials ===&lt;br /&gt;
Materials are &#039;&#039;usually&#039;&#039; has quite low difficulty, which avails to synthesize&#039;em by a single step. But maximum quality is not. Also, low durability applies tight restrictions on increasing of quality.&lt;br /&gt;
From 7th to 20th level use &#039;&#039;&#039;Inner Quiet&#039;&#039;&#039; and restore durability with &#039;&#039;&#039;Masters Mend&#039;&#039;&#039; to get more steps. Since the &#039;&#039;&#039;Inner Quiet&#039;&#039;&#039; buff is increasing after each increasing of quality, use &amp;quot;touch&amp;quot; actions in order of ascending of their efficiency.&lt;br /&gt;
If you have some lack of CP, try to use food, which [[Crafting#Craftsmanship_Increase_Food|increases CP]], it may be more effective than increasing of [[Control]] (if it&#039;ll allow you to take more &#039;&#039;&#039;touches&#039;&#039;&#039; or buffs like [[Great Strides]]).&lt;br /&gt;
&lt;br /&gt;
Starting from ~21st level, when [[Great Strides (Culinarian)|Great Strides]] becomes unlocked, the most effective strategy, that I tried, is &amp;quot;forsage&amp;quot;: get as much quality as possible by first three steps and synthesize at last one. In details, use all buffs that increases quality gain, and most effective touch actions which available. My common sequence is &#039;&#039;&#039;Inner Quiet&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;Great Strides&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;Steady Hand&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;* Touch&#039;&#039;&#039;&amp;gt;(&#039;&#039;&#039;Great Strides&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;* Touch&#039;&#039;&#039;)x2. &amp;quot;* Touch&amp;quot; means the most effective set of Basic, Standard or Advanced Touches, which I can use with available CP, in order of efficiency ascending. Also, if materials condition becomes good or excellent before I casted the &#039;&#039;&#039;Steady Hand&#039;&#039;&#039;, I&#039;m using &#039;&#039;&#039;Tricks of the Trade&#039;&#039;&#039; to restore spent CP. At last, I&#039;m casting [[Rumination]] to restore some CP for synthesis, or to use [[Waste Not]] and get extra step to try luck with &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039;. I tried other ways, like to &amp;quot;charge&amp;quot; &#039;&#039;&#039;Inner Quiet&#039;&#039;&#039; with &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039;es as much as possible, but low success rate of &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039; and the high CP cost of &#039;&#039;&#039;Masters Mend&#039;&#039;&#039; makes this way useless.&lt;br /&gt;
&lt;br /&gt;
Note: With [[Steady Hand II]] (at 37th level) the &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039; becomes more reliable, and such charging usually gives better result, but the random still have significant influence on it.&lt;br /&gt;
&lt;br /&gt;
=== Crafting of common items ===&lt;br /&gt;
The feature of crafting of middle-complexity items is that you able to mix increasing of quality with synthesis, aiming to catch more moments when condition of materials becomes good or excellent, and do it without loss of productivity. Start crafting with &#039;&#039;synthesis&#039;&#039; and keep an eye on materials condition. When it turns &#039;&#039;good&#039;&#039; or &#039;&#039;excellent&#039;&#039;, use that &#039;&#039;touch&#039;&#039; action, which has maximum efficiency and success rate. But always prefere to ignore the material condition when you need to (re)cast &#039;&#039;&#039;Steady Hand&#039;&#039;&#039;, because if &#039;&#039;touch&#039;&#039; will fail, you will lose both material condition bonus, and increasing of quality at this step, and the current step itself.&lt;br /&gt;
&lt;br /&gt;
=== Crafting of a complex items ===&lt;br /&gt;
In the each group of recipes there are several items, which differs from another by ~20%-higher difficulty. They are always have 10 points of durability above common ones, but requires much more steps for synthesis. The most problem with them is that you may miss out of look its difficulty and become unable to complete synthesis, by getting carried away with increasing of quality.&lt;br /&gt;
&lt;br /&gt;
At first, you need to boost synthesis progress, and cross class action [[Rapid Synthesis]] is the best for it. 250% efficiency of this action may save up to 2 steps. The only problem is 50% success rate (70% with the &#039;&#039;&#039;Steady Hand&#039;&#039;&#039;)and because of this, &#039;&#039;&#039;Rapid Synthesis&#039;&#039;&#039; should be used in the beginning of crafting to be able to use &amp;quot;plan Z&amp;quot;. However, high efficiency and no CP cost exceeds this disadvantage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: make the test items, to see how much progress you make, because sometimes you may to underestimate your ability and unexpectedly complete synthesis by a single &#039;&#039;&#039;Rapid Synthesis&#039;&#039;&#039;, before you will have started to increase quality.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* At first, get so much HQ materials as it possible. Full set of HQ materials gives a half of maximum amount of quality points, independently of the recipe.&lt;br /&gt;
* Use &#039;&#039;Steady hand&#039;&#039; buff for both of syntesis and increasing of quality actions: in such conditions the 10% fail rate of Basic Touch becomes critical, but you can&#039;t replace it with Carefull synthesis without significant loss of efficiency.&lt;br /&gt;
* Try to boost progress using the [[Rapid Synthesis]] from Armorer. Cast &#039;&#039;Steady Hand&#039;&#039; and use &#039;&#039;Rapid Synthesis&#039;&#039; (its success rate will be 70%). If it succeeds from the 1st attempt, it&#039;ll bring 250% of progress against &#039;&#039;Basic Touch&#039;&#039;. Due to low success rate, it is better use this action at the beginning of crafting process, to have fallback ways, and to correctly plan remaining steps if &#039;&#039;Rapid Synthesis&#039;&#039; fails (time to time, it may fail even twice).&lt;br /&gt;
&lt;br /&gt;
== Actions and buffs ==&lt;br /&gt;
=== Synthesis actions ===&lt;br /&gt;
* &#039;&#039;&#039;[[Careful Synthesis]]&#039;&#039;&#039; from [[Weaver]] – 100% warranted result! Start synthesize with no fails right now! P.S.: 90% efficiency. Your culinarian skills must be at least 15th level. If be serious, often, 90% efficiency is enough to complete synthesis with the same number of steps as using the Basic synthesis. Also often this action is usefull to finish synthesis when the remain progress is small.&lt;br /&gt;
* &#039;&#039;&#039;[[Careful Synthesis II]]&#039;&#039;&#039; from [[Weaver]] – 120% efficiency. When you reach 50th level, replace all &#039;&#039;Standard Synthesis&#039;&#039; with it immediately.&lt;br /&gt;
* &#039;&#039;&#039;[[Careful Synthesis III]]&#039;&#039;&#039; from [[Weaver]] – 150% efficiency, available from level 62.&lt;br /&gt;
* &#039;&#039;&#039;[[Rapid Synthesis]]&#039;&#039;&#039; from [[Armorer]] – synthesis overclocking giving a 250% boost. Unstable. 50/50 it may fail or may not. Active &#039;&#039;&#039;Steady Hand&#039;&#039;&#039; or better &#039;&#039;&#039;Steady Hand II&#039;&#039;&#039; is highly recommended. But not Steady Hand nor Steady Hand II makes it 100% sure, and you need take it into account while planing the action sequence. Anyway try to don&#039;t left this action for the last step if you have another choice.&lt;br /&gt;
&lt;br /&gt;
=== Quality increasing actions ===&lt;br /&gt;
*&#039;&#039;&#039;[[Hasty Touch]]&#039;&#039;&#039; from [[Culinarian]] – very low success rate, but cost no CP. Its main usage is to save some amount of CP for other actions. Note that it is better to always use it under the Steady Hand buff.&lt;br /&gt;
** Save CP for Basic, Standard and other Touches. For example: Start with Inner Quiet and Steady Hand, then use Hasty_Touch to save CP, for maximum number of Standard Touches. Finally, spend all remaining CP repeating Standard Touch. Why not vise versa? Because this way, the greater efficiency of Standard Touch will be 125% you will have greater bonus from Inner Quiet, unlike if use Standard Touch at the begining.&lt;br /&gt;
&lt;br /&gt;
=== Buffs and supplementary ===&lt;br /&gt;
* &#039;&#039;&#039;[[Steady Hand]]&#039;&#039;&#039; (level 9) – one of the most useful buffs, common for all crafting classes. It improves action success rate by 20% for the next 5 steps, and costs 22CP. As the most actions has success rate below 100%, Steady Hand is the basis of all crafting strategy.&lt;br /&gt;
** At first, it increases successs rate of almost all main actions to 100%&lt;br /&gt;
** It allow to charge &#039;&#039;&#039;Inner Quiet&#039;&#039;&#039; many times using the &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039; (70% success rate isn&#039;t quite enough, but however it is better than basic 50%).&lt;br /&gt;
** Improve [[Rapid Synthesis]] up to 70% success rate and boost synthesis progress.&lt;br /&gt;
* &#039;&#039;&#039;[[Steady Hand II]]&#039;&#039;&#039; (level 37) - +30% to success rate for the same 5 steps and 25CP cost. As it is only 3CP more expensive, you may completely remove the first &#039;&#039;&#039;Steady Hand&#039;&#039;&#039;, but on the other hand &#039;&#039;&#039;Steady Hand&#039;&#039;&#039; is quite enough for some actions and even 3CP may play their role.&lt;br /&gt;
* &#039;&#039;&#039;[[Inner Quiet]]&#039;&#039;&#039; (level 13) – grants incremental bonus to control with every increase in quality. Cost: 18CP. Each stack increases quality gain on ~11% [TODO: check dependence from character&#039;s level]. Duration of this effect and number of stacks are unlimited. This is the first action you have to do from the very beginning of the crafting.&lt;br /&gt;
** Use quality increasing actions in order of efficiency ascending (i.e. spending CP without a plan will cause efficiency loss).&lt;br /&gt;
** Increase quality first and then use &#039;&#039;&#039;Rumination&#039;&#039;&#039; to restore some CP and finish synthesis. This method is one of the most used.&lt;br /&gt;
** Charge Inner Quiet as much as possible using the &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039; and finally cast &#039;&#039;&#039;Byregot&#039;s Brow&#039;&#039;&#039; or &#039;&#039;&#039;Byregot&#039;s Blessing&#039;&#039;&#039;. But don&#039;t forget that Inner Quiet ends upon these actions and plan synthesis actions respectively.&lt;br /&gt;
* &#039;&#039;&#039;[[Rumination]]&#039;&#039;&#039; - restoress CP proportionally to the number of last Inner Quiet stacks. This amount is usually greater than 18CP that allow e.g. to finish crafting using the Standard Synthesis which costs 15CP. Also some times in pair with the Tricks of the Trade you may restore CP enough for the &#039;&#039;&#039;Waste Not&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Class-specific guides ==&lt;br /&gt;
//TODO: describe usage of specific abilities for each class&lt;br /&gt;
&lt;br /&gt;
[[Alchemist Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Armorer Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Blacksmith Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Carpenter Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Culinarian Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Goldsmith Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Leatherworker Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Weaver Guide]]&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Way_of_crafting&amp;diff=230998</id>
		<title>The Way of crafting</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=The_Way_of_crafting&amp;diff=230998"/>
		<updated>2020-01-14T05:40:59Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: Wordsmithing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Way of crafting ==&lt;br /&gt;
&#039;&#039;Study the Ways of all professions (Go Rin no Sho, Miyamoto Musashi).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|This page is ongoing, and I&#039;ll continue writing and improving it. Please, correct me, if I mistake somewhere.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Here are the common words about crafting, suitable for all crafting classes. All class-specific information will appears on corresponding pages.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Crafting is a most efficient way to supply any needed equipment, for personal use, or quest goals. While leveling, keeping weapons and gear close to your character&#039;s level without crafting will require a lot of gil (often on the Marketplace). By using crafting to create the needed equipment, the gil cost will be greatly reduced, especially if relying on the Marketplace for high quality items. High quality items have noticeably better characteristics at the same level requirements, often better than items a few levels above their own. High quality items cannot be bought from a vendor, and are much, much, more expensive through the Marketplace.&lt;br /&gt;
&lt;br /&gt;
Certainly, the way of crafting also means that you need to be skilled in gathering. Without a gathering skill, a crafting will be more expensive than buying a finished products. Also the NPC vendors offer only a small assortment of low-level materials, which can cover material needs only up to 10th to 15th level. Furthermore, creating High Quality (HQ) items needs HQ materials, many HQ materials. High Quality materials cannot be bought from NPC vendors, and as with high quality items, relying on the Marketplace for them is very, very, expensive. &lt;br /&gt;
&lt;br /&gt;
Crafting starts from an hours of striking a rocks with a pickaxe under the sun, which wants to fry you, of slashing a trees, wet to the skin under the falling rain, and traveling from one end of Eorzea to another, with heavy-weight backpack, which bends you to the ground. And continues by hours spent at the workbench or anvil, making a tons of billets, sorting the best of them, to finally turn them into that, what may be called a Masterpiece. This is not a way to obtain something easily. Do you ready for this? If yes- welcome to our ranks!&lt;br /&gt;
&lt;br /&gt;
== What profession to choose ==&lt;br /&gt;
Any crafting class is depended to mostly all another crafting classes, so you will not make mistake unlocking all of them as soon as it&#039;ll be possible. But be ready that you will need a large hangar or two to store all materials, you need. And of course to spend much and more time to keep all these classes at appropriate level.&lt;br /&gt;
&lt;br /&gt;
To coordinate you for the first start here is a table with main dependencies between battle and non-battle classes:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Battle class !! Weapon crafting !! Armor crafting !! Preferred gathering&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Marauder]], [[Gladiator]]&#039;&#039;&#039; || [[Blacksmith]], [[Carpenter]] || [[Armorer]], [[Leatherworker]] || [[Miner]],[[Botanist]], Loot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Pugilist]]&#039;&#039;&#039;|| [[Blacksmith]], [[Goldsmith]], [[Carpenter]] || [[Weaver]], [[Leatherworker]] || [[Miner]],[[Botanist]], Loot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Lancer]]&#039;&#039;&#039; || [[Carpenter]], [[Blacksmith]] || [[Armorer]], [[Leatherworker]] || [[Botanist]], [[Miner]], Loot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Archer]]&#039;&#039;&#039; || [[Carpenter]], [[Blacksmith]] || [[Leatherworker]], [[Armorer]] || [[Botanist]], Loot, [[Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Rogue]]&#039;&#039;&#039; || [[Blacksmith]] || [[Weaver]], [[Leatherworker]] || [[Miner]],[[Botanist]], Loot&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Conjurer]]&#039;&#039;&#039; || [[Carpenter]], [[Alchemist]] || [[Weaver]], [[Leatherworker]] || [[Botanist]], Loot, [[Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Thaumaturge]]&#039;&#039;&#039; || [[Goldsmith]], [[Carpenter]] || [[Weaver]], [[Leatherworker]] || [[Botanist]], Loot, [[Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Arcanist]]&#039;&#039;&#039; || [[Alchemist]], [[Carpenter]] || [[Weaver]], [[Leatherworker]] || [[Botanist]], Loot, [[Miner]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: the [[Goldsmith]] makes a jewelry, used to increase different attributes, which is useful for all classes without exceptions.&lt;br /&gt;
&lt;br /&gt;
Note2: With increasing of the level of recipes the diversity of required materials will grow and spread so it is better to keep all DoH and DoL classes to be equal to each other.&lt;br /&gt;
&lt;br /&gt;
== Crafting summary ==&lt;br /&gt;
As common for unlocking of other classes, go to the crafters guild and talk with guild receptionist and then - with guild master. Guild master will give you a first lesson and your first tool. After this mandatory part you may equip your tool and go to the nearest location to kill some mobs with it :).&lt;br /&gt;
&lt;br /&gt;
* When you make an item which you hadn&#039;t make before, you get additional exp bonus.&lt;br /&gt;
* Don&#039;t make tons of lower-level items, but focus on most complex recipes, however this is obvious. &#039;&#039;&#039;Always try to increase items quality as much as you can: the more quality points you reach, the more experience you earn, even if resulting item not becomes HQ or it has only stadard quality.&#039;&#039;&#039;&lt;br /&gt;
* Be avoid to use Quick Synthesis: you&#039;ll gain a minimum amount of experience, the chance to create HQ item will be minimal, and, furthermore, there is a small chance that some of synthesises will fail, even you creating a simplest items. &lt;br /&gt;
* Keep your DoL classes slightly higher than DoH, and DoH slightly higher than DoW and DoM. You will hardly get an advantage from crafting if you can&#039;t make HQ items. It becomes especially actual at 50th level.&lt;br /&gt;
&lt;br /&gt;
That&#039;s all main recommendations about crafting.&lt;br /&gt;
&lt;br /&gt;
=== Leveling ===&lt;br /&gt;
At first time, when you unlock a crafting class, (approximately until 9-10th level) you may leveling fast enough only by crafting items, available in your crafting log, one by another. But nonetheless it is useful to complete first four guild quests: they gives a very good amount of crystal shards in reward.&lt;br /&gt;
* &#039;&#039;&#039;Levequests:&#039;&#039;&#039; If you need to speed up your leveling, there are &#039;&#039;&#039;[[Tradecraft_Leves|levequests]]&#039;&#039;&#039;, available for each DoH class starting from lv.1. These quests may be taken form Levemetes in that regions of Eorzea where corresponding guilds are located. Unlike in the common quests, providing an HQ items will double experience gain and reward. And unlike in a common quests, you can provide high-quality items along with normal-quality ones for the same order. The reward will be increased proportionally to percent of HQ items. Some levequests allows to provide an extra items above required quantity for the additional reward.&lt;br /&gt;
* &#039;&#039;&#039;Supply missions:&#039;&#039;&#039; When you join to one of [[Grand_Company|Grand companies]], you&#039;ll be able to participate in Supply missions - daily duties, available for each crafting class. They requires to udertake only one item (or a bunch, e.g. potions that are made 3 bottles at a time) and rewarded with a huge amount of EXP and in addition - with some Grand Company seals. As in the levequests, HQ items rewarded with double experience. These missions requires minimum amount of time and materials. But from the other hand, it may make you to run all over Eorzea in a single day to collect all necessary materials and have time to craft all required items. Nevertheless, a large amount of experience pays off all efforts.&lt;br /&gt;
&lt;br /&gt;
=== Catalysts ===&lt;br /&gt;
Except a materials, you need a [[Crystal|crystals]] as catalyst for crafting. You can earn a good initial amount of crystals in the first 4 guild quests, and this will be enough for the first time. But at 18,27,33,39 and 45 levels amount of required crystal shards increases by 1, reaching the number of 6 at the 50th level. And this is a head pain, because they are rare in quest rewards, and gathering them takes too much time and gives too insignificant experience for [[Miner]] or [[Botanist]], especially at middle and high levels.&lt;br /&gt;
&lt;br /&gt;
== Crafting progress ==&lt;br /&gt;
Crafting progress is a quite simple. One thing is to be mentioned: the progress generated by Synthesis grows as the recipe becomes easier for your level. Therefore you can&#039;t rely on progress value for lower-level item while crafting a higher-level one. But on the other side, the progress, made by any same-level class (with equivalent equipment) for any same-level item will be the same.&lt;br /&gt;
&lt;br /&gt;
== Increasing of quality ==&lt;br /&gt;
In fact, the crafting is a task of solving a &amp;quot;[https://en.wikipedia.org/wiki/Knapsack_problem Knapsack problem]&amp;quot;: how to combine different actions to obtain maximum quality and successfully complete synthesis. This is too complex task to make a single universal formula for it, but on following simple example I&#039;ll try to illustrate main principles of solving it:&lt;br /&gt;
&lt;br /&gt;
For example, we needs to make some material with minimal difficulty (we can synthesize it by 1 step) and we have 192CP for improving of its quality. Lets compose a different combinations of available crafting actions, which we may take with given amount of CP. Then we need to compute how much quality points we may obtain via each combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In addition, we shall keep in mind that most of crafting actions have probabilistic nature, which we need to take into account&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Success rate - is probability of that whole sequence of actions succeeds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Actions taken !! Success rate !! AVG efficiency !! Max efficiency&lt;br /&gt;
|-&lt;br /&gt;
| 1 Masters&#039; Mend (CP:92), 5 Basic touch (CP:18, eff:1.0, prob:0.7) || 0.17 || 0.84 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 1 Masters&#039; Mend (CP:92), 1 Steady Hand (22CP), 4 Basic Touch (CP:18, eff:1.0, prob:0.7+0.2) || 0.66 || 2.62 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 1 Masters&#039; Mend (CP:92), 3 Standard Touch (CP:32, eff:1.25, prob:0.8) || 0.51 || 1.92 || 3.75&lt;br /&gt;
|-&lt;br /&gt;
| 1 Steady Hand (22CP), 3 Standard Touch (CP:32, eff:1.25, prob:0.8+0.2) || 1.00 || 3.75 || 3.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here we see, that maximum amount of quality we may obtain using Basic touch 5 times. But probability of this seems too small (16.8%&#039;&#039;&#039;*&#039;&#039;&#039;). So this method is most suitable when you couldn&#039;t approach to 100% of quality points, but have a lots of materials, lot of time and need to make one or two HQ items.&lt;br /&gt;
&lt;br /&gt;
The Standard Touch in this conditions losses in both of average and maximum efficiency due to much more CP cost and lesser advantage in efficiency. So it isn&#039;t a right choice when you have small amount of CP, but it will be useful when limit of Durability is more tight, than limit of CP.&lt;br /&gt;
&lt;br /&gt;
At last, the most interesting method: buffing Basic Touch with Steady Hand, which increases probability of first one up to 0.9 (90%). This method gives a maximum average efficiency and is a best choice if you needs to create a lot of HQ items (commonly - crafting materials).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; Probability of that an event will occure &#039;&#039;m&#039;&#039; times in &#039;&#039;n&#039;&#039; trials is &#039;&#039;&#039;Pm,n=(n!/(m!×(n-m)!)) × p^m × q^(n-m)&#039;&#039;&#039;, where &#039;&#039;p&#039;&#039; is probability of an event and &#039;&#039;q&#039;&#039;=1-&#039;&#039;p&#039;&#039; - is probability of that event will not occure. If simplify this formula for &#039;&#039;m&#039;&#039;==&#039;&#039;n&#039;&#039;, then &#039;&#039;&#039;Pm,m=p^m&#039;&#039;&#039;. For comparison, the probability of that the event will occures 5 times of 5 trials will be 0.59 (59%) if &#039;&#039;p&#039;&#039;==0.9, and 0.328 if &#039;&#039;p&#039;&#039;==0.8, and only 0.168 if &#039;&#039;p&#039;&#039;==0.7.&lt;br /&gt;
&lt;br /&gt;
//TODO FIRST: correct this example, meaning a calculations of actions probability.&lt;br /&gt;
&lt;br /&gt;
//TODO: Write a note about that &amp;quot;50% success rate&amp;quot; not means a &amp;quot;one guaranteed success in each 2 attempts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== HQ probability ====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:HQ-probability.png|150px|thumb|left|HQ-probability]]||&lt;br /&gt;
If the crafting progress has absolutely linear scale, the chance to create HQ item has more complex dependency from amount of quality points. As you can see on the picture, filling of quality bar on about 65% grants only 20% probability to obtain an HQ item in result. But after reaching of this point, the probability starts to grow much more quickly. So what all these numbers are means in practice? For the most high-level recipes, available for the certain level, you will be able to fill only a half of quality bar (or even less), so chance of HQ will be nearly zero. But if at least a half of ingredients are HQ, this may significantly increase this chance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This diagram based on measurements made while crafting 25lv. items, which requires 1296 quality points, and was prooved by measurements on several lower-level recipes.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== High quality ingredients ====&lt;br /&gt;
Using of high quality ingredients gives you some initial quality points. As higher the level of ingredient and as many HQ ingredients are used, as much initial quality will be gained. On the average, about a half of high quality ingredients will allow you to reliably produce HQ items from about a middle of your current recipe list. With full set of HQ ingredients, initial quality reachs about a half of maximum and allow to get very high chance to make HQ item from any recipe, available to your current level.&lt;br /&gt;
&lt;br /&gt;
Low-level ingredients in high-level recipes gives no significant amount of quality. Considering a small amount of exp they gives and the low price, the better solution is simply to buy them from nearest NPC.&lt;br /&gt;
&lt;br /&gt;
==== Materials condition ====&lt;br /&gt;
Very important feature in the crafting process is the materials condition - randomly appearing buffs, affecting quality points gain while using &#039;&#039;&#039;touch &#039;&#039;&#039; actions. Except default &amp;quot;normal&amp;quot; condition, there are two helpful: &amp;quot;good&amp;quot; and &amp;quot;excellent&amp;quot; and the one detrimental: &amp;quot;poor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Normal&amp;quot;&#039;&#039;&#039; is the initial condition, and it always follow the &amp;quot;good&amp;quot; and the pair of &amp;quot;excellent&amp;quot;-&amp;gt;&amp;quot;poor&amp;quot; conditions. Because of this rule the real average frequency of appearing of &amp;quot;good&amp;quot; or &amp;quot;excellent&amp;quot; conditions is noticeably lesser than their expected value.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Good&amp;quot;&#039;&#039;&#039; condition multiplies quality gain by 1.5 and appears with a chance of ~25-50%(?). Its the best if you has already cast [[Steady Hand]] and [[Great Strides]] at this moment and ready to use yout most powerfull &#039;&#039;&#039;touch&#039;&#039;&#039; action. In the other cases it may be better ignored or used to restore some CP using [[Tricks of the Trade]]. In fact, all depends on certain situation.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Excellent&amp;quot;&#039;&#039;&#039; multiplies quality gain by 2?, but it is rarely appears (chance ~10%) and followed with the &amp;quot;poor&amp;quot;. It&#039;s like a Limit Break if you catch it at a good moment and successfully used a touch. But if touch fails then consequences becomes more hard than usual.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Poor&amp;quot;&#039;&#039;&#039; follows the &amp;quot;excellent&amp;quot; condition and lowers quality gain on 10%?. If you need or can do something else than to increase quality at this step, it is good.&lt;br /&gt;
&lt;br /&gt;
=== Crafting of materials ===&lt;br /&gt;
Materials are &#039;&#039;usually&#039;&#039; has quite low difficulty, which avails to synthesize&#039;em by a single step. But maximum quality is not. Also, low durability applies tight restrictions on increasing of quality.&lt;br /&gt;
From 7th to 20th level use &#039;&#039;&#039;Inner Quiet&#039;&#039;&#039; and restore durability with &#039;&#039;&#039;Masters Mend&#039;&#039;&#039; to get more steps. Since the &#039;&#039;&#039;Inner Quiet&#039;&#039;&#039; buff is increasing after each increasing of quality, use &amp;quot;touch&amp;quot; actions in order of ascending of their efficiency.&lt;br /&gt;
If you have some lack of CP, try to use food, which [[Crafting#Craftsmanship_Increase_Food|increases CP]], it may be more effective than increasing of [[Control]] (if it&#039;ll allow you to take more &#039;&#039;&#039;touches&#039;&#039;&#039; or buffs like [[Great Strides]]).&lt;br /&gt;
&lt;br /&gt;
Starting from ~21st level, when [[Great Strides (Culinarian)|Great Strides]] becomes unlocked, the most effective strategy, that I tried, is &amp;quot;forsage&amp;quot;: get as much quality as possible by first three steps and synthesize at last one. In details, use all buffs that increases quality gain, and most effective touch actions which available. My common sequence is &#039;&#039;&#039;Inner Quiet&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;Great Strides&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;Steady Hand&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;* Touch&#039;&#039;&#039;&amp;gt;(&#039;&#039;&#039;Great Strides&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039;* Touch&#039;&#039;&#039;)x2. &amp;quot;* Touch&amp;quot; means the most effective set of Basic, Standard or Advanced Touches, which I can use with available CP, in order of efficiency ascending. Also, if materials condition becomes good or excellent before I casted the &#039;&#039;&#039;Steady Hand&#039;&#039;&#039;, I&#039;m using &#039;&#039;&#039;Tricks of the Trade&#039;&#039;&#039; to restore spent CP. At last, I&#039;m casting [[Rumination]] to restore some CP for synthesis, or to use [[Waste Not]] and get extra step to try luck with &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039;. I tried other ways, like to &amp;quot;charge&amp;quot; &#039;&#039;&#039;Inner Quiet&#039;&#039;&#039; with &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039;es as much as possible, but low success rate of &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039; and the high CP cost of &#039;&#039;&#039;Masters Mend&#039;&#039;&#039; makes this way useless.&lt;br /&gt;
&lt;br /&gt;
Note: With [[Steady Hand II]] (at 37th level) the &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039; becomes more reliable, and such charging usually gives better result, but the random still have significant influence on it.&lt;br /&gt;
&lt;br /&gt;
=== Crafting of common items ===&lt;br /&gt;
The feature of crafting of middle-complexity items is that you able to mix increasing of quality with synthesis, aiming to catch more moments when condition of materials becomes good or excellent, and do it without loss of productivity. Start crafting with &#039;&#039;synthesis&#039;&#039; and keep an eye on materials condition. When it turns &#039;&#039;good&#039;&#039; or &#039;&#039;excellent&#039;&#039;, use that &#039;&#039;touch&#039;&#039; action, which has maximum efficiency and success rate. But always prefere to ignore the material condition when you need to (re)cast &#039;&#039;&#039;Steady Hand&#039;&#039;&#039;, because if &#039;&#039;touch&#039;&#039; will fail, you will lose both material condition bonus, and increasing of quality at this step, and the current step itself.&lt;br /&gt;
&lt;br /&gt;
=== Crafting of a complex items ===&lt;br /&gt;
In the each group of recipes there are several items, which differs from another by ~20%-higher difficulty. They are always have 10 points of durability above common ones, but requires much more steps for synthesis. The most problem with them is that you may miss out of look its difficulty and become unable to complete synthesis, by getting carried away with increasing of quality.&lt;br /&gt;
&lt;br /&gt;
At first, you need to boost synthesis progress, and cross class action [[Rapid Synthesis]] is the best for it. 250% efficiency of this action may save up to 2 steps. The only problem is 50% success rate (70% with the &#039;&#039;&#039;Steady Hand&#039;&#039;&#039;)and because of this, &#039;&#039;&#039;Rapid Synthesis&#039;&#039;&#039; should be used in the beginning of crafting to be able to use &amp;quot;plan Z&amp;quot;. However, high efficiency and no CP cost exceeds this disadvantage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: make the test items, to see how much progress you make, because sometimes you may to underestimate your ability and unexpectedly complete synthesis by a single &#039;&#039;&#039;Rapid Synthesis&#039;&#039;&#039;, before you will have started to increase quality.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* At first, get so much HQ materials as it possible. Full set of HQ materials gives a half of maximum amount of quality points, independently of the recipe.&lt;br /&gt;
* Use &#039;&#039;Steady hand&#039;&#039; buff for both of syntesis and increasing of quality actions: in such conditions the 10% fail rate of Basic Touch becomes critical, but you can&#039;t replace it with Carefull synthesis without significant loss of efficiency.&lt;br /&gt;
* Try to boost progress using the [[Rapid Synthesis]] from Armorer. Cast &#039;&#039;Steady Hand&#039;&#039; and use &#039;&#039;Rapid Synthesis&#039;&#039; (its success rate will be 70%). If it succeeds from the 1st attempt, it&#039;ll bring 250% of progress against &#039;&#039;Basic Touch&#039;&#039;. Due to low success rate, it is better use this action at the beginning of crafting process, to have fallback ways, and to correctly plan remaining steps if &#039;&#039;Rapid Synthesis&#039;&#039; fails (time to time, it may fail even twice).&lt;br /&gt;
&lt;br /&gt;
== Actions and buffs ==&lt;br /&gt;
=== Synthesis actions ===&lt;br /&gt;
* &#039;&#039;&#039;[[Careful Synthesis]]&#039;&#039;&#039; from [[Weaver]] – 100% warranted result! Start synthesize with no fails right now! P.S.: 90% efficiency. Your culinarian skills must be at least 15th level. If be serious, often, 90% efficiency is enough to complete synthesis with the same number of steps as using the Basic synthesis. Also often this action is usefull to finish synthesis when the remain progress is small.&lt;br /&gt;
* &#039;&#039;&#039;[[Careful Synthesis II]]&#039;&#039;&#039; from [[Weaver]] – 120% efficiency. When you reach 50th level, replace all &#039;&#039;Standard Synthesis&#039;&#039; with it immediately.&lt;br /&gt;
* &#039;&#039;&#039;[[Careful Synthesis III]]&#039;&#039;&#039; from [[Weaver]] – 150% efficiency, available from level 62.&lt;br /&gt;
* &#039;&#039;&#039;[[Rapid Synthesis]]&#039;&#039;&#039; from [[Armorer]] – synthesis overclocking giving a 250% boost. Unstable. 50/50 it may fail or may not. Active &#039;&#039;&#039;Steady Hand&#039;&#039;&#039; or better &#039;&#039;&#039;Steady Hand II&#039;&#039;&#039; is highly recommended. But not Steady Hand nor Steady Hand II makes it 100% sure, and you need take it into account while planing the action sequence. Anyway try to don&#039;t left this action for the last step if you have another choice.&lt;br /&gt;
&lt;br /&gt;
=== Quality increasing actions ===&lt;br /&gt;
*&#039;&#039;&#039;[[Hasty Touch]]&#039;&#039;&#039; from [[Culinarian]] – very low success rate, but cost no CP. Its main usage is to save some amount of CP for other actions. Note that it is better to always use it under the Steady Hand buff.&lt;br /&gt;
** Save CP for Basic, Standard and other Touches. For example: Start with Inner Quiet and Steady Hand, then use Hasty_Touch to save CP, for maximum number of Standard Touches. Finally, spend all remaining CP repeating Standard Touch. Why not vise versa? Because this way, the greater efficiency of Standard Touch will be 125% you will have greater bonus from Inner Quiet, unlike if use Standard Touch at the begining.&lt;br /&gt;
&lt;br /&gt;
=== Buffs and supplementary ===&lt;br /&gt;
* &#039;&#039;&#039;[[Steady Hand]]&#039;&#039;&#039; (level 9) – one of the most useful buffs, common for all crafting classes. It improves action success rate by 20% for the next 5 steps, and costs 22CP. As the most actions has success rate below 100%, Steady Hand is the basis of all crafting strategy.&lt;br /&gt;
** At first, it increases successs rate of almost all main actions to 100%&lt;br /&gt;
** It allow to charge &#039;&#039;&#039;Inner Quiet&#039;&#039;&#039; many times using the &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039; (70% success rate isn&#039;t quite enough, but however it is better than basic 50%).&lt;br /&gt;
** Improve [[Rapid Synthesis]] up to 70% success rate and boost synthesis progress.&lt;br /&gt;
* &#039;&#039;&#039;[[Steady Hand II]]&#039;&#039;&#039; (level 37) - +30% to success rate for the same 5 steps and 25CP cost. As it is only 3CP more expensive, you may completely remove the first &#039;&#039;&#039;Steady Hand&#039;&#039;&#039;, but on the other hand &#039;&#039;&#039;Steady Hand&#039;&#039;&#039; is quite enough for some actions and even 3CP may play their role.&lt;br /&gt;
* &#039;&#039;&#039;[[Inner Quiet]]&#039;&#039;&#039; (level 13) – grants incremental bonus to control with every increase in quality. Cost: 18CP. Each stack increases quality gain on ~11% [TODO: check dependence from character&#039;s level]. Duration of this effect and number of stacks are unlimited. This is the first action you have to do from the very beginning of the crafting.&lt;br /&gt;
** Use quality increasing actions in order of efficiency ascending (i.e. spending CP without a plan will cause efficiency loss).&lt;br /&gt;
** Increase quality first and then use &#039;&#039;&#039;Rumination&#039;&#039;&#039; to restore some CP and finish synthesis. This method is one of the most used.&lt;br /&gt;
** Charge Inner Quiet as much as possible using the &#039;&#039;&#039;Hasty Touch&#039;&#039;&#039; and finally cast &#039;&#039;&#039;Byregot&#039;s Brow&#039;&#039;&#039; or &#039;&#039;&#039;Byregot&#039;s Blessing&#039;&#039;&#039;. But don&#039;t forget that Inner Quiet ends upon these actions and plan synthesis actions respectively.&lt;br /&gt;
* &#039;&#039;&#039;[[Rumination]]&#039;&#039;&#039; - restoress CP proportionally to the number of last Inner Quiet stacks. This amount is usually greater than 18CP that allow e.g. to finish crafting using the Standard Synthesis which costs 15CP. Also some times in pair with the Tricks of the Trade you may restore CP enough for the &#039;&#039;&#039;Waste Not&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Class-specific guides ==&lt;br /&gt;
//TODO: describe usage of specific abilities for each class&lt;br /&gt;
&lt;br /&gt;
[[Alchemist Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Armorer Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Blacksmith Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Carpenter Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Culinarian Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Goldsmith Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Leatherworker Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Weaver Guide]]&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=La_Noscea&amp;diff=230996</id>
		<title>La Noscea</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=La_Noscea&amp;diff=230996"/>
		<updated>2020-01-14T04:29:49Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: /* Wolves&amp;#039; Den Pier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Area infobox&lt;br /&gt;
| name = La Noscea&lt;br /&gt;
| description = La Noscea is the marine region located in the south-eastern part of Eorzea, Limsa Lominsa, one of the starting cities, is located in La Noscea. &amp;lt;br&amp;gt; The maritime metropolis is located in the south of the island Vylbrand that Aldenard precedes in the west, the Gulf of Rhotano. &amp;lt;br&amp;gt; Their patron deity is Llymlaen, the aerodrome controller, the goddess of seafarers.&lt;br /&gt;
| type = region&lt;br /&gt;
| within = Vylbrand&lt;br /&gt;
| weather = &lt;br /&gt;
| map = La noscea map.jpg&lt;br /&gt;
| levels =&lt;br /&gt;
| connections =&lt;br /&gt;
| loading-screen = &lt;br /&gt;
| screenshot = &lt;br /&gt;
| sstext = &lt;br /&gt;
| release = A Realm Reborn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zones==&lt;br /&gt;
===Limsa Lominsa===&lt;br /&gt;
:&#039;&#039;Main article: [[Limsa Lominsa]]&#039;&#039;&lt;br /&gt;
: {{see also|Limsa Lominsa Lower Decks}}&lt;br /&gt;
: {{see also|Limsa Lominsa Upper Decks}}&lt;br /&gt;
&lt;br /&gt;
The starting city of marauders and arcanists. The city is also the location for the starting quests for rogues and dancers. The Culinarian, Armorsmith, and Blacksmith guilds make their home here.&lt;br /&gt;
&lt;br /&gt;
===Lower La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Lower La Noscea]] (Levels 1 - 14)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Limsa Lominsa Upper Decks | Limsa Lominsa]], [[Middle La Noscea]], [[Eastern La Noscea]], [[Mist]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Western La Noscea]], [[Wolves&#039; Den Pier]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Moraby Drydocks]]&lt;br /&gt;
&lt;br /&gt;
===Middle La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Middle La Noscea]] (Levels 1 - 14)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Limsa Lominsa Lower Decks | Limsa Lominsa]], [[Lower La Noscea]], [[Western La Noscea]], [[Eastern La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Summerford Farms]]&lt;br /&gt;
&lt;br /&gt;
===Eastern La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Eastern La Noscea]] (Levels 30 - 34, 49 - 50)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Lower La Noscea]], [[Middle La Noscea]], [[Upper La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Limsa Lominsa Lower Decks | Limsa Lominsa]], [[Bloodshore]] - [[Raincatcher Gully]] (Internal)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Costa del Sol]], [[Wineport]]&lt;br /&gt;
&lt;br /&gt;
===Western La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Western La Noscea]] (Levels 10 - 14, 40 - 42, 44 - 49)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Middle La Noscea]], [[Upper La Noscea | Upper La Noscea (Oakwood)]], [[Lower La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Limsa Lominsa Lower Decks | Limsa Lominsa]], [[Aleport]] - [[The Isles of Umbra]] (Internal)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Swiftperch]], [[Aleport]]&lt;br /&gt;
&lt;br /&gt;
===Outer La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Outer La Noscea]] (Levels 30 - 65)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Upper La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[The Long Climb|Camp Overlook]]&lt;br /&gt;
&lt;br /&gt;
===Upper La Noscea===&lt;br /&gt;
{{main|Upper La Noscea}} &#039;&#039;(Levels 11 - 24, 17 - 24, 27 - 54)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Outer La Noscea]], [[Eastern La Noscea]], [[Western La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Bronze Lake]] - [[Oakwood]] (Internal)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Bronze Lake|Camp Bronze Lake]]&lt;br /&gt;
&lt;br /&gt;
===The Mist===&lt;br /&gt;
{{main|The Mist}} &#039;&#039;(Housing)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Lower La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039;[[Limsa Lominsa Lower Decks | Limsa Lominsa]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Limsa Lominsa]]&lt;br /&gt;
&lt;br /&gt;
===Wolves&#039; Den Pier===&lt;br /&gt;
{{main|Wolves&#039; Den Pier}} &#039;&#039;(PvP)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Lower La Noscea|Moraby Drydocks Landing]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Wolves&#039; Den Pier]]&lt;br /&gt;
&lt;br /&gt;
{{Zone nav}}&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=La_Noscea&amp;diff=230995</id>
		<title>La Noscea</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=La_Noscea&amp;diff=230995"/>
		<updated>2020-01-14T04:27:57Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: /* The Mist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Area infobox&lt;br /&gt;
| name = La Noscea&lt;br /&gt;
| description = La Noscea is the marine region located in the south-eastern part of Eorzea, Limsa Lominsa, one of the starting cities, is located in La Noscea. &amp;lt;br&amp;gt; The maritime metropolis is located in the south of the island Vylbrand that Aldenard precedes in the west, the Gulf of Rhotano. &amp;lt;br&amp;gt; Their patron deity is Llymlaen, the aerodrome controller, the goddess of seafarers.&lt;br /&gt;
| type = region&lt;br /&gt;
| within = Vylbrand&lt;br /&gt;
| weather = &lt;br /&gt;
| map = La noscea map.jpg&lt;br /&gt;
| levels =&lt;br /&gt;
| connections =&lt;br /&gt;
| loading-screen = &lt;br /&gt;
| screenshot = &lt;br /&gt;
| sstext = &lt;br /&gt;
| release = A Realm Reborn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zones==&lt;br /&gt;
===Limsa Lominsa===&lt;br /&gt;
:&#039;&#039;Main article: [[Limsa Lominsa]]&#039;&#039;&lt;br /&gt;
: {{see also|Limsa Lominsa Lower Decks}}&lt;br /&gt;
: {{see also|Limsa Lominsa Upper Decks}}&lt;br /&gt;
&lt;br /&gt;
The starting city of marauders and arcanists. The city is also the location for the starting quests for rogues and dancers. The Culinarian, Armorsmith, and Blacksmith guilds make their home here.&lt;br /&gt;
&lt;br /&gt;
===Lower La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Lower La Noscea]] (Levels 1 - 14)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Limsa Lominsa Upper Decks | Limsa Lominsa]], [[Middle La Noscea]], [[Eastern La Noscea]], [[Mist]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Western La Noscea]], [[Wolves&#039; Den Pier]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Moraby Drydocks]]&lt;br /&gt;
&lt;br /&gt;
===Middle La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Middle La Noscea]] (Levels 1 - 14)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Limsa Lominsa Lower Decks | Limsa Lominsa]], [[Lower La Noscea]], [[Western La Noscea]], [[Eastern La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Summerford Farms]]&lt;br /&gt;
&lt;br /&gt;
===Eastern La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Eastern La Noscea]] (Levels 30 - 34, 49 - 50)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Lower La Noscea]], [[Middle La Noscea]], [[Upper La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Limsa Lominsa Lower Decks | Limsa Lominsa]], [[Bloodshore]] - [[Raincatcher Gully]] (Internal)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Costa del Sol]], [[Wineport]]&lt;br /&gt;
&lt;br /&gt;
===Western La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Western La Noscea]] (Levels 10 - 14, 40 - 42, 44 - 49)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Middle La Noscea]], [[Upper La Noscea | Upper La Noscea (Oakwood)]], [[Lower La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Limsa Lominsa Lower Decks | Limsa Lominsa]], [[Aleport]] - [[The Isles of Umbra]] (Internal)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Swiftperch]], [[Aleport]]&lt;br /&gt;
&lt;br /&gt;
===Outer La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Outer La Noscea]] (Levels 30 - 65)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Upper La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[The Long Climb|Camp Overlook]]&lt;br /&gt;
&lt;br /&gt;
===Upper La Noscea===&lt;br /&gt;
{{main|Upper La Noscea}} &#039;&#039;(Levels 11 - 24, 17 - 24, 27 - 54)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Outer La Noscea]], [[Eastern La Noscea]], [[Western La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Bronze Lake]] - [[Oakwood]] (Internal)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Bronze Lake|Camp Bronze Lake]]&lt;br /&gt;
&lt;br /&gt;
===The Mist===&lt;br /&gt;
{{main|The Mist}} &#039;&#039;(Housing)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Lower La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039;[[Limsa Lominsa Lower Decks | Limsa Lominsa]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Limsa Lominsa]]&lt;br /&gt;
&lt;br /&gt;
===Wolves&#039; Den Pier===&lt;br /&gt;
{{main|Wolves&#039; Den Pier}}&lt;br /&gt;
&lt;br /&gt;
{{Zone nav}}&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=La_Noscea&amp;diff=230994</id>
		<title>La Noscea</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=La_Noscea&amp;diff=230994"/>
		<updated>2020-01-14T04:24:04Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: /* Upper La Noscea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Area infobox&lt;br /&gt;
| name = La Noscea&lt;br /&gt;
| description = La Noscea is the marine region located in the south-eastern part of Eorzea, Limsa Lominsa, one of the starting cities, is located in La Noscea. &amp;lt;br&amp;gt; The maritime metropolis is located in the south of the island Vylbrand that Aldenard precedes in the west, the Gulf of Rhotano. &amp;lt;br&amp;gt; Their patron deity is Llymlaen, the aerodrome controller, the goddess of seafarers.&lt;br /&gt;
| type = region&lt;br /&gt;
| within = Vylbrand&lt;br /&gt;
| weather = &lt;br /&gt;
| map = La noscea map.jpg&lt;br /&gt;
| levels =&lt;br /&gt;
| connections =&lt;br /&gt;
| loading-screen = &lt;br /&gt;
| screenshot = &lt;br /&gt;
| sstext = &lt;br /&gt;
| release = A Realm Reborn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zones==&lt;br /&gt;
===Limsa Lominsa===&lt;br /&gt;
:&#039;&#039;Main article: [[Limsa Lominsa]]&#039;&#039;&lt;br /&gt;
: {{see also|Limsa Lominsa Lower Decks}}&lt;br /&gt;
: {{see also|Limsa Lominsa Upper Decks}}&lt;br /&gt;
&lt;br /&gt;
The starting city of marauders and arcanists. The city is also the location for the starting quests for rogues and dancers. The Culinarian, Armorsmith, and Blacksmith guilds make their home here.&lt;br /&gt;
&lt;br /&gt;
===Lower La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Lower La Noscea]] (Levels 1 - 14)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Limsa Lominsa Upper Decks | Limsa Lominsa]], [[Middle La Noscea]], [[Eastern La Noscea]], [[Mist]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Western La Noscea]], [[Wolves&#039; Den Pier]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Moraby Drydocks]]&lt;br /&gt;
&lt;br /&gt;
===Middle La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Middle La Noscea]] (Levels 1 - 14)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Limsa Lominsa Lower Decks | Limsa Lominsa]], [[Lower La Noscea]], [[Western La Noscea]], [[Eastern La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Summerford Farms]]&lt;br /&gt;
&lt;br /&gt;
===Eastern La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Eastern La Noscea]] (Levels 30 - 34, 49 - 50)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Lower La Noscea]], [[Middle La Noscea]], [[Upper La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Limsa Lominsa Lower Decks | Limsa Lominsa]], [[Bloodshore]] - [[Raincatcher Gully]] (Internal)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Costa del Sol]], [[Wineport]]&lt;br /&gt;
&lt;br /&gt;
===Western La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Western La Noscea]] (Levels 10 - 14, 40 - 42, 44 - 49)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Middle La Noscea]], [[Upper La Noscea | Upper La Noscea (Oakwood)]], [[Lower La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Limsa Lominsa Lower Decks | Limsa Lominsa]], [[Aleport]] - [[The Isles of Umbra]] (Internal)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Swiftperch]], [[Aleport]]&lt;br /&gt;
&lt;br /&gt;
===Outer La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Outer La Noscea]] (Levels 30 - 65)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Upper La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[The Long Climb|Camp Overlook]]&lt;br /&gt;
&lt;br /&gt;
===Upper La Noscea===&lt;br /&gt;
{{main|Upper La Noscea}} &#039;&#039;(Levels 11 - 24, 17 - 24, 27 - 54)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Outer La Noscea]], [[Eastern La Noscea]], [[Western La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Bronze Lake]] - [[Oakwood]] (Internal)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Bronze Lake|Camp Bronze Lake]]&lt;br /&gt;
&lt;br /&gt;
===The Mist===&lt;br /&gt;
{{main|The Mist}}&lt;br /&gt;
&lt;br /&gt;
===Wolves&#039; Den Pier===&lt;br /&gt;
{{main|Wolves&#039; Den Pier}}&lt;br /&gt;
&lt;br /&gt;
{{Zone nav}}&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=La_Noscea&amp;diff=230993</id>
		<title>La Noscea</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=La_Noscea&amp;diff=230993"/>
		<updated>2020-01-14T04:17:37Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: /* Outer La Noscea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Area infobox&lt;br /&gt;
| name = La Noscea&lt;br /&gt;
| description = La Noscea is the marine region located in the south-eastern part of Eorzea, Limsa Lominsa, one of the starting cities, is located in La Noscea. &amp;lt;br&amp;gt; The maritime metropolis is located in the south of the island Vylbrand that Aldenard precedes in the west, the Gulf of Rhotano. &amp;lt;br&amp;gt; Their patron deity is Llymlaen, the aerodrome controller, the goddess of seafarers.&lt;br /&gt;
| type = region&lt;br /&gt;
| within = Vylbrand&lt;br /&gt;
| weather = &lt;br /&gt;
| map = La noscea map.jpg&lt;br /&gt;
| levels =&lt;br /&gt;
| connections =&lt;br /&gt;
| loading-screen = &lt;br /&gt;
| screenshot = &lt;br /&gt;
| sstext = &lt;br /&gt;
| release = A Realm Reborn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zones==&lt;br /&gt;
===Limsa Lominsa===&lt;br /&gt;
:&#039;&#039;Main article: [[Limsa Lominsa]]&#039;&#039;&lt;br /&gt;
: {{see also|Limsa Lominsa Lower Decks}}&lt;br /&gt;
: {{see also|Limsa Lominsa Upper Decks}}&lt;br /&gt;
&lt;br /&gt;
The starting city of marauders and arcanists. The city is also the location for the starting quests for rogues and dancers. The Culinarian, Armorsmith, and Blacksmith guilds make their home here.&lt;br /&gt;
&lt;br /&gt;
===Lower La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Lower La Noscea]] (Levels 1 - 14)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Limsa Lominsa Upper Decks | Limsa Lominsa]], [[Middle La Noscea]], [[Eastern La Noscea]], [[Mist]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Western La Noscea]], [[Wolves&#039; Den Pier]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Moraby Drydocks]]&lt;br /&gt;
&lt;br /&gt;
===Middle La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Middle La Noscea]] (Levels 1 - 14)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Limsa Lominsa Lower Decks | Limsa Lominsa]], [[Lower La Noscea]], [[Western La Noscea]], [[Eastern La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Summerford Farms]]&lt;br /&gt;
&lt;br /&gt;
===Eastern La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Eastern La Noscea]] (Levels 30 - 34, 49 - 50)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Lower La Noscea]], [[Middle La Noscea]], [[Upper La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Limsa Lominsa Lower Decks | Limsa Lominsa]], [[Bloodshore]] - [[Raincatcher Gully]] (Internal)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Costa del Sol]], [[Wineport]]&lt;br /&gt;
&lt;br /&gt;
===Western La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Western La Noscea]] (Levels 10 - 14, 40 - 42, 44 - 49)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Middle La Noscea]], [[Upper La Noscea | Upper La Noscea (Oakwood)]], [[Lower La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Limsa Lominsa Lower Decks | Limsa Lominsa]], [[Aleport]] - [[The Isles of Umbra]] (Internal)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Swiftperch]], [[Aleport]]&lt;br /&gt;
&lt;br /&gt;
===Outer La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Outer La Noscea]] (Levels 30 - 65)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Upper La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[The Long Climb|Camp Overlook]]&lt;br /&gt;
&lt;br /&gt;
===Upper La Noscea===&lt;br /&gt;
{{main|Upper La Noscea}}&lt;br /&gt;
&lt;br /&gt;
===The Mist===&lt;br /&gt;
{{main|The Mist}}&lt;br /&gt;
&lt;br /&gt;
===Wolves&#039; Den Pier===&lt;br /&gt;
{{main|Wolves&#039; Den Pier}}&lt;br /&gt;
&lt;br /&gt;
{{Zone nav}}&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=La_Noscea&amp;diff=230992</id>
		<title>La Noscea</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=La_Noscea&amp;diff=230992"/>
		<updated>2020-01-14T04:13:12Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: /* Western La Noscea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Area infobox&lt;br /&gt;
| name = La Noscea&lt;br /&gt;
| description = La Noscea is the marine region located in the south-eastern part of Eorzea, Limsa Lominsa, one of the starting cities, is located in La Noscea. &amp;lt;br&amp;gt; The maritime metropolis is located in the south of the island Vylbrand that Aldenard precedes in the west, the Gulf of Rhotano. &amp;lt;br&amp;gt; Their patron deity is Llymlaen, the aerodrome controller, the goddess of seafarers.&lt;br /&gt;
| type = region&lt;br /&gt;
| within = Vylbrand&lt;br /&gt;
| weather = &lt;br /&gt;
| map = La noscea map.jpg&lt;br /&gt;
| levels =&lt;br /&gt;
| connections =&lt;br /&gt;
| loading-screen = &lt;br /&gt;
| screenshot = &lt;br /&gt;
| sstext = &lt;br /&gt;
| release = A Realm Reborn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zones==&lt;br /&gt;
===Limsa Lominsa===&lt;br /&gt;
:&#039;&#039;Main article: [[Limsa Lominsa]]&#039;&#039;&lt;br /&gt;
: {{see also|Limsa Lominsa Lower Decks}}&lt;br /&gt;
: {{see also|Limsa Lominsa Upper Decks}}&lt;br /&gt;
&lt;br /&gt;
The starting city of marauders and arcanists. The city is also the location for the starting quests for rogues and dancers. The Culinarian, Armorsmith, and Blacksmith guilds make their home here.&lt;br /&gt;
&lt;br /&gt;
===Lower La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Lower La Noscea]] (Levels 1 - 14)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Limsa Lominsa Upper Decks | Limsa Lominsa]], [[Middle La Noscea]], [[Eastern La Noscea]], [[Mist]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Western La Noscea]], [[Wolves&#039; Den Pier]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Moraby Drydocks]]&lt;br /&gt;
&lt;br /&gt;
===Middle La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Middle La Noscea]] (Levels 1 - 14)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Limsa Lominsa Lower Decks | Limsa Lominsa]], [[Lower La Noscea]], [[Western La Noscea]], [[Eastern La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Summerford Farms]]&lt;br /&gt;
&lt;br /&gt;
===Eastern La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Eastern La Noscea]] (Levels 30 - 34, 49 - 50)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Lower La Noscea]], [[Middle La Noscea]], [[Upper La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Limsa Lominsa Lower Decks | Limsa Lominsa]], [[Bloodshore]] - [[Raincatcher Gully]] (Internal)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Costa del Sol]], [[Wineport]]&lt;br /&gt;
&lt;br /&gt;
===Western La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Western La Noscea]] (Levels 10 - 14, 40 - 42, 44 - 49)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Middle La Noscea]], [[Upper La Noscea | Upper La Noscea (Oakwood)]], [[Lower La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Limsa Lominsa Lower Decks | Limsa Lominsa]], [[Aleport]] - [[The Isles of Umbra]] (Internal)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Swiftperch]], [[Aleport]]&lt;br /&gt;
&lt;br /&gt;
===Outer La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Outer La Noscea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Upper La Noscea===&lt;br /&gt;
{{main|Upper La Noscea}}&lt;br /&gt;
&lt;br /&gt;
===The Mist===&lt;br /&gt;
{{main|The Mist}}&lt;br /&gt;
&lt;br /&gt;
===Wolves&#039; Den Pier===&lt;br /&gt;
{{main|Wolves&#039; Den Pier}}&lt;br /&gt;
&lt;br /&gt;
{{Zone nav}}&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=La_Noscea&amp;diff=230990</id>
		<title>La Noscea</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=La_Noscea&amp;diff=230990"/>
		<updated>2020-01-14T04:04:55Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: /* Eastern La Noscea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Area infobox&lt;br /&gt;
| name = La Noscea&lt;br /&gt;
| description = La Noscea is the marine region located in the south-eastern part of Eorzea, Limsa Lominsa, one of the starting cities, is located in La Noscea. &amp;lt;br&amp;gt; The maritime metropolis is located in the south of the island Vylbrand that Aldenard precedes in the west, the Gulf of Rhotano. &amp;lt;br&amp;gt; Their patron deity is Llymlaen, the aerodrome controller, the goddess of seafarers.&lt;br /&gt;
| type = region&lt;br /&gt;
| within = Vylbrand&lt;br /&gt;
| weather = &lt;br /&gt;
| map = La noscea map.jpg&lt;br /&gt;
| levels =&lt;br /&gt;
| connections =&lt;br /&gt;
| loading-screen = &lt;br /&gt;
| screenshot = &lt;br /&gt;
| sstext = &lt;br /&gt;
| release = A Realm Reborn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zones==&lt;br /&gt;
===Limsa Lominsa===&lt;br /&gt;
:&#039;&#039;Main article: [[Limsa Lominsa]]&#039;&#039;&lt;br /&gt;
: {{see also|Limsa Lominsa Lower Decks}}&lt;br /&gt;
: {{see also|Limsa Lominsa Upper Decks}}&lt;br /&gt;
&lt;br /&gt;
The starting city of marauders and arcanists. The city is also the location for the starting quests for rogues and dancers. The Culinarian, Armorsmith, and Blacksmith guilds make their home here.&lt;br /&gt;
&lt;br /&gt;
===Lower La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Lower La Noscea]] (Levels 1 - 14)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Limsa Lominsa Upper Decks | Limsa Lominsa]], [[Middle La Noscea]], [[Eastern La Noscea]], [[Mist]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Western La Noscea]], [[Wolves&#039; Den Pier]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Moraby Drydocks]]&lt;br /&gt;
&lt;br /&gt;
===Middle La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Middle La Noscea]] (Levels 1 - 14)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Limsa Lominsa Lower Decks | Limsa Lominsa]], [[Lower La Noscea]], [[Western La Noscea]], [[Eastern La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Summerford Farms]]&lt;br /&gt;
&lt;br /&gt;
===Eastern La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Eastern La Noscea]] (Levels 30 - 34, 49 - 50)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Lower La Noscea]], [[Middle La Noscea]], [[Upper La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Limsa Lominsa Lower Decks | Limsa Lominsa]], [[Bloodshore]] - [[Raincatcher Gully]] (Internal)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Costa del Sol]], [[Wineport]]&lt;br /&gt;
&lt;br /&gt;
===Western La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Western La Noscea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Outer La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Outer La Noscea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Upper La Noscea===&lt;br /&gt;
{{main|Upper La Noscea}}&lt;br /&gt;
&lt;br /&gt;
===The Mist===&lt;br /&gt;
{{main|The Mist}}&lt;br /&gt;
&lt;br /&gt;
===Wolves&#039; Den Pier===&lt;br /&gt;
{{main|Wolves&#039; Den Pier}}&lt;br /&gt;
&lt;br /&gt;
{{Zone nav}}&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=La_Noscea&amp;diff=230989</id>
		<title>La Noscea</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=La_Noscea&amp;diff=230989"/>
		<updated>2020-01-14T03:57:21Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: /* Middle La Noscea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Area infobox&lt;br /&gt;
| name = La Noscea&lt;br /&gt;
| description = La Noscea is the marine region located in the south-eastern part of Eorzea, Limsa Lominsa, one of the starting cities, is located in La Noscea. &amp;lt;br&amp;gt; The maritime metropolis is located in the south of the island Vylbrand that Aldenard precedes in the west, the Gulf of Rhotano. &amp;lt;br&amp;gt; Their patron deity is Llymlaen, the aerodrome controller, the goddess of seafarers.&lt;br /&gt;
| type = region&lt;br /&gt;
| within = Vylbrand&lt;br /&gt;
| weather = &lt;br /&gt;
| map = La noscea map.jpg&lt;br /&gt;
| levels =&lt;br /&gt;
| connections =&lt;br /&gt;
| loading-screen = &lt;br /&gt;
| screenshot = &lt;br /&gt;
| sstext = &lt;br /&gt;
| release = A Realm Reborn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zones==&lt;br /&gt;
===Limsa Lominsa===&lt;br /&gt;
:&#039;&#039;Main article: [[Limsa Lominsa]]&#039;&#039;&lt;br /&gt;
: {{see also|Limsa Lominsa Lower Decks}}&lt;br /&gt;
: {{see also|Limsa Lominsa Upper Decks}}&lt;br /&gt;
&lt;br /&gt;
The starting city of marauders and arcanists. The city is also the location for the starting quests for rogues and dancers. The Culinarian, Armorsmith, and Blacksmith guilds make their home here.&lt;br /&gt;
&lt;br /&gt;
===Lower La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Lower La Noscea]] (Levels 1 - 14)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Limsa Lominsa Upper Decks | Limsa Lominsa]], [[Middle La Noscea]], [[Eastern La Noscea]], [[Mist]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Western La Noscea]], [[Wolves&#039; Den Pier]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Moraby Drydocks]]&lt;br /&gt;
&lt;br /&gt;
===Middle La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Middle La Noscea]] (Levels 1 - 14)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Limsa Lominsa Lower Decks | Limsa Lominsa]], [[Lower La Noscea]], [[Western La Noscea]], [[Eastern La Noscea]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Summerford Farms]]&lt;br /&gt;
&lt;br /&gt;
===Eastern La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Eastern La Noscea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Western La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Western La Noscea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Outer La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Outer La Noscea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Upper La Noscea===&lt;br /&gt;
{{main|Upper La Noscea}}&lt;br /&gt;
&lt;br /&gt;
===The Mist===&lt;br /&gt;
{{main|The Mist}}&lt;br /&gt;
&lt;br /&gt;
===Wolves&#039; Den Pier===&lt;br /&gt;
{{main|Wolves&#039; Den Pier}}&lt;br /&gt;
&lt;br /&gt;
{{Zone nav}}&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=La_Noscea&amp;diff=230988</id>
		<title>La Noscea</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=La_Noscea&amp;diff=230988"/>
		<updated>2020-01-14T03:52:10Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: /* Lower La Noscea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Area infobox&lt;br /&gt;
| name = La Noscea&lt;br /&gt;
| description = La Noscea is the marine region located in the south-eastern part of Eorzea, Limsa Lominsa, one of the starting cities, is located in La Noscea. &amp;lt;br&amp;gt; The maritime metropolis is located in the south of the island Vylbrand that Aldenard precedes in the west, the Gulf of Rhotano. &amp;lt;br&amp;gt; Their patron deity is Llymlaen, the aerodrome controller, the goddess of seafarers.&lt;br /&gt;
| type = region&lt;br /&gt;
| within = Vylbrand&lt;br /&gt;
| weather = &lt;br /&gt;
| map = La noscea map.jpg&lt;br /&gt;
| levels =&lt;br /&gt;
| connections =&lt;br /&gt;
| loading-screen = &lt;br /&gt;
| screenshot = &lt;br /&gt;
| sstext = &lt;br /&gt;
| release = A Realm Reborn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zones==&lt;br /&gt;
===Limsa Lominsa===&lt;br /&gt;
:&#039;&#039;Main article: [[Limsa Lominsa]]&#039;&#039;&lt;br /&gt;
: {{see also|Limsa Lominsa Lower Decks}}&lt;br /&gt;
: {{see also|Limsa Lominsa Upper Decks}}&lt;br /&gt;
&lt;br /&gt;
The starting city of marauders and arcanists. The city is also the location for the starting quests for rogues and dancers. The Culinarian, Armorsmith, and Blacksmith guilds make their home here.&lt;br /&gt;
&lt;br /&gt;
===Lower La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Lower La Noscea]] (Levels 1 - 14)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Borders:&#039;&#039; [[Limsa Lominsa Upper Decks | Limsa Lominsa]], [[Middle La Noscea]], [[Eastern La Noscea]], [[Mist]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Ferry Links:&#039;&#039; [[Western La Noscea]], [[Wolves&#039; Den Pier]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Aetheryte:&#039;&#039; [[Moraby Drydocks]]&lt;br /&gt;
&lt;br /&gt;
===Middle La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Middle La Noscea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Eastern La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Eastern La Noscea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Western La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Western La Noscea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Outer La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Outer La Noscea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Upper La Noscea===&lt;br /&gt;
{{main|Upper La Noscea}}&lt;br /&gt;
&lt;br /&gt;
===The Mist===&lt;br /&gt;
{{main|The Mist}}&lt;br /&gt;
&lt;br /&gt;
===Wolves&#039; Den Pier===&lt;br /&gt;
{{main|Wolves&#039; Den Pier}}&lt;br /&gt;
&lt;br /&gt;
{{Zone nav}}&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=La_Noscea&amp;diff=230987</id>
		<title>La Noscea</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=La_Noscea&amp;diff=230987"/>
		<updated>2020-01-14T03:49:51Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: Added summary info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Area infobox&lt;br /&gt;
| name = La Noscea&lt;br /&gt;
| description = La Noscea is the marine region located in the south-eastern part of Eorzea, Limsa Lominsa, one of the starting cities, is located in La Noscea. &amp;lt;br&amp;gt; The maritime metropolis is located in the south of the island Vylbrand that Aldenard precedes in the west, the Gulf of Rhotano. &amp;lt;br&amp;gt; Their patron deity is Llymlaen, the aerodrome controller, the goddess of seafarers.&lt;br /&gt;
| type = region&lt;br /&gt;
| within = Vylbrand&lt;br /&gt;
| weather = &lt;br /&gt;
| map = La noscea map.jpg&lt;br /&gt;
| levels =&lt;br /&gt;
| connections =&lt;br /&gt;
| loading-screen = &lt;br /&gt;
| screenshot = &lt;br /&gt;
| sstext = &lt;br /&gt;
| release = A Realm Reborn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zones==&lt;br /&gt;
===Limsa Lominsa===&lt;br /&gt;
:&#039;&#039;Main article: [[Limsa Lominsa]]&#039;&#039;&lt;br /&gt;
: {{see also|Limsa Lominsa Lower Decks}}&lt;br /&gt;
: {{see also|Limsa Lominsa Upper Decks}}&lt;br /&gt;
&lt;br /&gt;
The starting city of marauders and arcanists. The city is also the location for the starting quests for rogues and dancers. The Culinarian, Armorsmith, and Blacksmith guilds make their home here.&lt;br /&gt;
&lt;br /&gt;
===Lower La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Lower La Noscea]]&#039;&#039;&lt;br /&gt;
(Levels 1 - 14)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Borders:&#039;&#039;&#039; [[Limsa Lominsa Upper Decks | Limsa Lominsa]], [[Middle La Noscea]], [[Eastern La Noscea]], [[Mist]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ferry Links:&#039;&#039;&#039; [[Western La Noscea]], [[Wolves&#039; Den Pier]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aetheryte:&#039;&#039;&#039; [[Moraby Drydocks]]&lt;br /&gt;
&lt;br /&gt;
===Middle La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Middle La Noscea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Eastern La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Eastern La Noscea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Western La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Western La Noscea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Outer La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Outer La Noscea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Upper La Noscea===&lt;br /&gt;
{{main|Upper La Noscea}}&lt;br /&gt;
&lt;br /&gt;
===The Mist===&lt;br /&gt;
{{main|The Mist}}&lt;br /&gt;
&lt;br /&gt;
===Wolves&#039; Den Pier===&lt;br /&gt;
{{main|Wolves&#039; Den Pier}}&lt;br /&gt;
&lt;br /&gt;
{{Zone nav}}&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=La_Noscea&amp;diff=230986</id>
		<title>La Noscea</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=La_Noscea&amp;diff=230986"/>
		<updated>2020-01-14T03:32:09Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: /* Limsa Lominsa */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Area infobox&lt;br /&gt;
| name = La Noscea&lt;br /&gt;
| description = La Noscea is the marine region located in the south-eastern part of Eorzea, Limsa Lominsa, one of the starting cities, is located in La Noscea. &amp;lt;br&amp;gt; The maritime metropolis is located in the south of the island Vylbrand that Aldenard precedes in the west, the Gulf of Rhotano. &amp;lt;br&amp;gt; Their patron deity is Llymlaen, the aerodrome controller, the goddess of seafarers.&lt;br /&gt;
| type = region&lt;br /&gt;
| within = Vylbrand&lt;br /&gt;
| weather = &lt;br /&gt;
| map = La noscea map.jpg&lt;br /&gt;
| levels =&lt;br /&gt;
| connections =&lt;br /&gt;
| loading-screen = &lt;br /&gt;
| screenshot = &lt;br /&gt;
| sstext = &lt;br /&gt;
| release = A Realm Reborn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Zones==&lt;br /&gt;
===Limsa Lominsa===&lt;br /&gt;
:&#039;&#039;Main article: [[Limsa Lominsa]]&#039;&#039;&lt;br /&gt;
: {{see also|Limsa Lominsa Lower Decks}}&lt;br /&gt;
: {{see also|Limsa Lominsa Upper Decks}}&lt;br /&gt;
&lt;br /&gt;
The starting city of marauders and arcanists. The city is also the location for the starting quests for rogues and dancers. The Culinarian, Armorsmith, and Blacksmith guilds make their home here.&lt;br /&gt;
&lt;br /&gt;
===Lower La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Lower La Noscea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Middle La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Middle La Noscea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Eastern La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Eastern La Noscea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Western La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Western La Noscea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Outer La Noscea===&lt;br /&gt;
:&#039;&#039;Main article: [[Outer La Noscea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Upper La Noscea===&lt;br /&gt;
{{main|Upper La Noscea}}&lt;br /&gt;
&lt;br /&gt;
===The Mist===&lt;br /&gt;
{{main|The Mist}}&lt;br /&gt;
&lt;br /&gt;
===Wolves&#039; Den Pier===&lt;br /&gt;
{{main|Wolves&#039; Den Pier}}&lt;br /&gt;
&lt;br /&gt;
{{Zone nav}}&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
	<entry>
		<id>https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Currency&amp;diff=230985</id>
		<title>Currency</title>
		<link rel="alternate" type="text/html" href="https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Currency&amp;diff=230985"/>
		<updated>2020-01-14T03:14:53Z</updated>

		<summary type="html">&lt;p&gt;GuardianLurker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{TOCRIGHT}}&lt;br /&gt;
[[File:currency.PNG|350px|right]]&lt;br /&gt;
==Achievement Certificate==&lt;br /&gt;
&#039;&#039;&#039;[[Achievement Certificate]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Allagan Tomestones==&lt;br /&gt;
&#039;&#039;&#039;[[Allagan Tomestones]]&#039;&#039;&#039; are awarded by completing endgame [[Dungeons]] and [[Trials]]. They are exchanged for [[Endgame Gear Guide|Endgame Gear]].&lt;br /&gt;
&lt;br /&gt;
==Allied Seals==&lt;br /&gt;
&#039;&#039;&#039;[[Allied Seals]]&#039;&#039;&#039; are acquired from [[The Hunt]] and used to purchase unique rewards.&lt;br /&gt;
&lt;br /&gt;
==Beastman Currency==&lt;br /&gt;
Beastman currencies are earned as quest rewards from their corresponding factions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadowbringers&#039;&#039;&#039;&lt;br /&gt;
*{{tribe token|fae fancy}} [[Fae Fancy]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stormblood&#039;&#039;&#039;&lt;br /&gt;
*{{tribe token|namazu koban}} [[Namazu Koban]]&lt;br /&gt;
*{{tribe token|kojin sango}} [[Kojin Sango]]&lt;br /&gt;
*{{tribe token|ananta dreamstaff}} [[Ananta Dreamstaff]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavensward&#039;&#039;&#039;&lt;br /&gt;
*{{tribe token|vanu whitebone}} [[Vanu Whitebone]]&lt;br /&gt;
*{{tribe token|black copper gil}} [[Black Copper Gil]]&lt;br /&gt;
*{{tribe token|carved kupo nut}} [[Carved Kupo Nut]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Realm Reborn&#039;&#039;&#039;&lt;br /&gt;
*{{tribe token|steel amalj&#039;ok}} [[Steel Amalj&#039;ok]]&lt;br /&gt;
*{{tribe token|sylphic goldleaf}} [[Sylphic Goldleaf]]&lt;br /&gt;
*{{tribe token|titan cobaltpiece}} [[Titan Cobaltpiece]]&lt;br /&gt;
*{{tribe token|rainbowtide psashp}} [[Rainbowtide Psashp]]&lt;br /&gt;
*{{tribe token|ixali oaknot}} [[Ixali Oaknot]]&lt;br /&gt;
&lt;br /&gt;
==Centurio Seals==&lt;br /&gt;
&#039;&#039;&#039;[[Centurio Seals]]&#039;&#039;&#039; are acquired from [[The Hunt]] and [[Clan Hunt]] and used to purchase unique rewards.&lt;br /&gt;
&lt;br /&gt;
==Sack of Nuts==&lt;br /&gt;
&#039;&#039;&#039;[[Sack of Nuts]]&#039;&#039;&#039; are acquired from [[The Hunt]] and used to purchase unique rewards.&lt;br /&gt;
&lt;br /&gt;
==Company Seals==&lt;br /&gt;
&#039;&#039;&#039;[[Company Seals]]&#039;&#039;&#039; are used to purchase items from your [[Grand Company]].&lt;br /&gt;
&lt;br /&gt;
==Gil==&lt;br /&gt;
&#039;&#039;&#039;[[Gil]]&#039;&#039;&#039; is the money of [[Final Fantasy XIV]].&lt;br /&gt;
&lt;br /&gt;
==MGP==&lt;br /&gt;
&#039;&#039;&#039;[[MGP]]&#039;&#039;&#039; is acquired from completing [[mini-games]] in [[Gold Saucer]]. Used to purchase rewards in Gold Saucer. &lt;br /&gt;
&lt;br /&gt;
==Scrips==&lt;br /&gt;
&#039;&#039;&#039;[[Scrips]]&#039;&#039;&#039; are endgame currency for [[Crafters]] and [[Gatherers]].&lt;br /&gt;
&lt;br /&gt;
==Ventures==&lt;br /&gt;
&#039;&#039;&#039;[[Ventures]]&#039;&#039;&#039; are purchased from [[Grand Company]] vendor for 200 [[Company Seals]] each. They are used in [[Retainer Ventures]]. They are also earned as FATE rewards, for completing grand company levequests, and as a bonus for the first completion of normal levequests.&lt;br /&gt;
&lt;br /&gt;
==Wolf Marks==&lt;br /&gt;
&#039;&#039;&#039;[[Wolf Marks]]&#039;&#039;&#039; are acquired in [[PvP]]. They are used to purchase [[PvP Gear]].&lt;br /&gt;
&lt;br /&gt;
{{Currencies nav}}&lt;br /&gt;
[[Category:Types of Items]] [[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>GuardianLurker</name></author>
	</entry>
</feed>