There are currently eight crafting classes in Final Fantasy XIV, otherwise known as Disciples of the Hand, with each job specializing in crafting, repairing, melding and desynthesizing specific item types, as well as producing vanity items, such as furniture for houses and apartments.
The 8 Disciples of the Hand classes are Carpenter, Blacksmith, Armorer, Goldsmith, Leatherworker, Weaver, Alchemist and Culinarian.
To become a Disciple of the Hand, players require at least one level 10 Disciple of War or Magic. If eligible, visit the guild associated with the desired craft to begin your very first job quest.
In addition to crafting, these classes (except for culinarians) provide additional functions:
- Repair: To repair any item yourself, you'll require a certain level in a corresponding crafting class. This applies to every piece of equipment, craftable or not. You don't have to switch to the class in order to repair the item. The higher the level of the equipment, the higher grade Dark Matter is required to do this.
- Materia Melding: This likewise requires a certain level in the corresponding crafting class. Players can "Request Meld" from other players with a sufficient crafting level, but may also be charged for the service. This feature is unlocked through the quest Waking the Spirit with a crafting class at level 19.
- Desynthesis: Taking unneeded equipment, furnishing and fish apart to potentially salvage some of the materials and even find unusual materials. This has its own skill level system, but the maximum skill in any class is dependent on the crafting class level itself. Culinarians can desynthesize most fish instead of equipment. You don't have to switch to the class to do this. This feature is unlocked through the quest Gone to Pieces with a crafting class at level 30.
Once you have unlocked a crafting job, all recipes related to that job can be viewed using the crafting log. To craft an item, players will require the materials displayed in that item's recipe. Once the necessary components are in your inventory, head to the recipe you wish to fulfil and press Synthesize.
- Durability - Durability is the number of steps you can take when while crafting an item. Each crafting action that alters the item's progress or quality consumes 10 points of durability by default, though there are various exceptions. Some abilities can restore durability or temporarily reduce consumption. Your crafting session ends when the durability of the item hits 0. If progress has not reached 100% by then, your synthesis fails – resulting in the loss of some or all crafting materials. The starting durability varies depending on the item.
- Progress - Progress is the measurement towards the completion of the item. If you fail to reach 100% progress before durability reaches 0, your synthesis fails. No further actions may be taken once the progress bar has been filled, regardless of CP or Durability remaining.
- Quality - Quality is the probability that the item you're making will be a High Quality (HQ) item. You can increase Quality % by performing specific crafting actions and by initiating the synthesis using HQ ingredients. The Control attribute dictates quality. The higher the % reached the more experience will be gained from the crafting as well. Using HQ crafting materials also affects the starting quality percentage. However, not all items have a High-Quality version.
- CP, or crafting points, are required to use some of your crafting actions. While crafting, your CP will decrease as you perform your abilities according to the indicated number on the ability icon. If the CP cost of a crafting skill is higher than your remaining CP, you cannot use that ability. CP regenerates to full after you complete a craft. A few abilities can restore CP during the crafting process under the right condition.
- Condition - Condition is visible just below durability and is visually apparent on the glowing ball of energy that represents the item. The condition of the item only affects the increase in quality of the item from touch commands. Each action or "step" taken in the crafting process can change this condition, and other than Normal these always last for only one step. There are four conditions:
- Excellent - Excellent condition has a 10% chance to proc after a "Normal" action, providing a significant bonus to the efficiency of touch commands.
- Good - Good condition has a 25% chance to proc after a "Normal" action, providing a minor bonus to the efficiency of touch commands.
- Normal - The efficiency of touch commands remains as stated. Every synthesis starts on this.
- Poor - Poor condition can only occur after an action is taken during Excellent condition, reducing the efficiency of touch commands.
Once you have crafted an item once, you can use Quick Synthesis to automatically create more in relatively quick succession without using individual crafting skills. Spiritbond is acquired normally during this process, though your gear will degrade at double the standard rate.
There is a minimal chance of producing a high-quality item using Quick Synthesis regardless of whether you use HQ or Normal materials.
Quick Synthesis is unlocked for all classes once any crafting job has reached level 10.
- CP - crafting points are required to use some of your crafting actions.
- Craftsmanship - increases the amount of progress you generate while using crafting actions such as Basic Synthesis and Standard Synthesis.
- Control - increases the amount of quality you generate while using crafting actions such as Basic Touch, Standard Touch and Advanced Touch.
The goal of the crafting process is to get the highest possible quality and complete the progression of the item before durability reaches zero. High-quality items have higher stats where applicable and affect base quality if used in further crafting. HQ items also double your rewards when turned in for levequests and deliveries.
Class quests and most story quests do not take the quality of an item into account. However, some quests (such as crafting, gathering class quests, deliveries and dailies) will explicitly demand HQ items.
Some items do not have high-quality versions and will not display a percentage in the crafting window. However, the quality bar will still appear and will affect the amount of experience gained. Crafters automatically learn new recipes as they level up and can be attempted as soon as possible, provided you have enough Craftsmanship or Control.