Difference between revisions of "Crafting"

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{{TOCRIGHT}}
{{TOCRIGHT}}
[[File:disciples of hand1.jpg|400px|thumb|All 8 [[Crafting|Disciples of the Hand classes]]]]
[[File:disciples of hand1.jpg|400px|thumb|All 8 [[Crafting|Disciples of the Hand classes]]]]
Crafting [[classes]], also known as Disciples of the Hand, synthesize new and useful items such as armor, weapons, [[meal|food]] and [[medicine|potions]] from basic materials. The 8 Disciples of the Hand classes in A Realm Reborn are [[Carpenter]], [[Blacksmith]], [[Armorer]], [[Goldsmith]], [[Leatherworker]], [[Weaver]], [[Alchemist]] and [[Culinarian]]. Some of the basic materials are collected by [[gathering]] or disciples of land classes. Players can unlock these crafting classes by talking to the Guild Receptionist in perspective Guilds. Players are required to have a lvl 10 or higher [[Disciples of War|Disciple of War]] or [[Disciples of Magic|Disciple of Magic]] class to do this.  
Crafting [[classes]], also known as Disciples of the Hand, synthesize new and useful items such as armor, weapons, [[meal|food]] and [[medicine|potions]] from basic materials. The 8 Disciples of the Hand classes in A Realm Reborn are [[Carpenter]], [[Blacksmith]], [[Armorer]], [[Goldsmith]], [[Leatherworker]], [[Weaver]], [[Alchemist]] and [[Culinarian]]. Some of the basic materials are collected by [[gathering]] by disciples of land classes or killing certain types of enemies. Players can unlock these crafting classes by talking to the Guild Receptionist in the Respective Guilds. Players are required to have a lvl 10 or higher [[Disciples of War|Disciple of War]] or [[Disciples of Magic|Disciple of Magic]] class to do this.  


*To switch to a crafting class, simply equip the tool of that class from your armory chest.  
*To switch to a crafting class, simply equip the tool of that class from your armory chest. Additional equipment can be saved in an item set, and equipment with crafting stats can be bought or crafted for every equipment slot except for the Soul Gem. Most such equipment can be used across all the crafting classes except for the primary and secondary tools, which are unique to each.
*When you have a crafting class equipped, CP bar replaces your MP bar.
*When you have a crafting class equipped, the CP bar replaces your MP bar.
==Crafting Basics==
==Crafting Basics==
To begin crafting, open your crafting log section of your personal log and select a recipe. The items required will be displayed on the right side of the window and the difficulty will be displayed near the top. You can then select the option for '''Synthesize''' in the bottom right of the recipe window to open the crafting dialogue box. In the new window there are several things to take note of:
To begin crafting, open your crafting log section of your personal log and select a recipe. The items required will be displayed on the right side of the window and the difficulty will be displayed near the top. You can then select the option for '''Synthesize''' in the bottom right of the recipe window to open the crafting dialogue box. In the new window there are several things to take note of:
* '''Durability''' - Durability is the number of steps you can take when you're crafting an item. Each crafting actions that alters the item's progress or quality consumes 10 points of durability. Your crafting session ends when the durability of the item hits 0. If the progress has not reached 100% at that time, your synthesis fails and you lose some of the crafting material.  
* '''Durability''' - Durability is the number of steps you can take when you're crafting an item. Each crafting action that alters the item's progress or quality consumes 10 points of durability by default, and some abilities can reduce the consumption or restore durability. Your crafting session ends when the durability of the item hits 0. If the progress has not reached 100% at that time, your synthesis fails and you lose some of the crafting material. The starting Durability varies depending on the item. Items used mainly for further crafting (such as leather, bars of metal, cloth etc) usually have 40 points, equipment pieces have 60 or more.  
* '''Progress''' - Progress is the measurement towards the completion of the item. You successfully craft an item when the progress bar becomes full. If you fail to reach the maximum progress before the durability reaches 0, your synthesis of the item fails and you may lose some of the crafting material.  
* '''Progress''' - Progress is the measurement towards the completion of the item. You successfully craft an item when the progress bar becomes full. If you fail to reach the maximum progress before the durability reaches 0, your synthesis of the item fails and you may lose some of the crafting material. No further actions can be taken after the progress bar is filled, regardless of CP or Durability remaining. The higher your Craftsmanship stat, the more progress is made with each action if successful.
* '''Quality''' - Quality is the probability that the item you're making will be a [[High Quality]] (HQ) item. You can increase Quality % by performing certain crafting actions and by initiating the synthesis using HQ ingredients. Quality is dictated by the [[Attributes|attribute]] [[Control]].
* '''Quality''' - Quality is the probability that the item you're making will be a [[High Quality]] (HQ) item. You can increase Quality % by performing certain crafting actions and by initiating the synthesis using HQ ingredients. Quality is dictated by the [[Attributes|attribute]] [[Control]]. The higher the % reached the more experience will be gained from the crafting as well. Not all items have a HQ version however. Using HQ crafting materials also affects the % that the item starts with.
* '''[[CP]]''' - CP, or crafting points, are required to use some of your crafting actions. While crafting, your CP will decrease as you perform your abilities. If the CP cost of a crafting ability is greater than your remaining CP, you cannot use that ability. CP regenerates to full after you complete a craft.
* '''[[CP]]''' - 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 ability is greater 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 effects the increase in quality of the item from touch commands. There are four conditions:
* '''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 effects the increase in quality of the item from touch commands. There are four conditions:
** '''Excellent''' - Gives a large bonus to the efficiency of touch commands. The glowing ball rapidly changes colors. This has a 10% chance of occurring but will not happen after an Excellent, Good, or Poor condition.  
** '''Excellent''' - Gives a large bonus to the efficiency of touch commands. The glowing ball rapidly changes colors. This has a 10% chance of occurring but will not happen after an Excellent, Good, or Poor condition.  
** '''Good''' - Gives a minor bonus to the efficiency of touch commands. The glowing ball is a orange red. This has a 25% chance of occurring, but can not happen after a good, excellent, or poor status.  
** '''Good''' - Gives a minor bonus to the efficiency of touch commands. The glowing ball is a orange red. This has a 25% chance of occurring, but can not happen after a good, excellent, or poor status.  
** '''Normal''' - Efficiency of touch commands remains as stated. The glowing ball is white.
** '''Normal''' - Efficiency of touch commands remains as stated. The glowing ball is white.
** '''Poor''' - Gives a minor demerit to the efficiency of touch commands. The glowing ball is purple and black.
** '''Poor''' - Gives a minor demerit to the efficiency of touch commands. The glowing ball is purple and black. This always and only occurs on the step after Excellent.


The goal of is to get the highest quality possible and complete the progression of the item before the durability reaches zero. Success means the item is crafted, but failure means a loss of materials. High quality items reward more experience for being crafted and even more rewards when turned in for leve quests. Class quests and most story quests do not take quality of the item into account.
The goal of the process is to get the highest quality possible and complete the progression of the item before the durability reaches zero. Success means the item is crafted, but failure means a loss of materials (some materials can be salvaged randomly). High quality items have higher stats where applicable, affect the base quality if used in further crafting and double the rewards when turned in for Tradecraft leves, Grand Company supply dailies and Ecatl Nine Delivery. Class quests and most story quests do not take quality of the item into account, although some quests (particularly crafting class quests and Ecatl Nine dailies) will explicitly demand HQ items.


===Quick Synthesis===
===Quick Synthesis===
Once you have crafted an item once, you can use the option '''Quick Synthesis''' to create many copies of the same item. The process allows crafters to set up dozens of a single item to be crafted in relatively quick succession that they do not have to use individual crafting skills to create. The crafter can also end the process whenever they feel the need. Items spirit bond as normal with quick synth. Your gear is damaged at double the normal rate when using quick synth.
Once you have crafted an item once, you can use the option '''Quick Synthesis''' to create many copies of the same item. The process allows crafters to set up dozens of a single item to be crafted in relatively quick succession that they do not have to use individual crafting skills to create. The crafter can also end the process whenever they feel the need. Items spirit bond as normal with quick synth. Your gear is damaged at double the normal rate when using quick synth. Items created in this process have a certain chance for the craft to fail regardless of how easy it is and only a minimal chance of being HQ, even if using HQ materials.


Quick Synthesis is unlocked for all classes when any crafting class has reached level 10.
Quick Synthesis is unlocked for all classes when any crafting class has reached level 10.
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==Crafting Classes==
==Crafting Classes==
===[[Alchemist]]===
===[[Alchemist]]===
Alchemist is a crafting or Disciples of the Hand [[classes|class]] that transforms materials into potions and elixirs. Alchemists can create consumables such as Potions, ethers, elixirs, stat buffs, status cures and status inducers. They can also make [[wands]] for [[conjurer]]s and [[books]] for [[arcanist]]s.
Alchemist is a crafting or Disciples of the Hand [[classes|class]] that transforms materials into potions and elixirs. Alchemists can create consumables such as Potions, ethers, elixirs, stat buffs, status cures and status inducers. They can also make [[wands]] for [[conjurer]]s and [[books]] for [[arcanist]]s. Many of the base materials can be gathered by [[miner]]s.
===[[Armorer]]===
===[[Armorer]]===
Armorer is a crafting or Disciples of the Hand [[classes|class]] that works with metals to create plate and chain mail armor. Chain and plate armor are stronger than leather and cloth ones. Armors can create metal armor such as plate armor for [[marauder]] and [[gladiator]], scale armor for tanks and [[lancer]] and helmets for [[gathering|gathering classes]]. They can also make frying pans for [[culinarian]]s and alembics for [[alchemist]]s along with heavy shields for gladiator and bucklers for casters.  
Armorer is a crafting or Disciples of the Hand [[classes|class]] that works with metals to create plate and chain mail armor. Chain and plate armor are stronger than leather and cloth ones. Armors can create metal armor such as plate armor for [[marauder]] and [[gladiator]], scale armor for tanks and [[lancer]] and helmets for [[gathering|gathering classes]]. They can also make frying pans for [[culinarian]]s and alembics for [[alchemist]]s along with heavy shields for gladiator and bucklers for casters.  
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Carpenter is a crafting or Disciples of the Hand [[classes|class]] that works with wood to create bows, staves, tools and other items. The lumber they depend on are [[gathering|gathered]] by [[botanist]]s. Carpenters are able to craft bows for [[archer]]s, staves for [[conjurer]]s, polearms for [[lancer]]s and Macuahuitls for [[gladiator]]s. They can also make wooden shields and masks for casters, In additions for weapons and armor for [[Disciples of War|disciples of war]], carpenters can also create fishing poles for [[fisher]]s, grinding wheels for [[goldsmith]]s, spinning wheels for [[weaver]]s and clogs for [[crafting|crafters]].
Carpenter is a crafting or Disciples of the Hand [[classes|class]] that works with wood to create bows, staves, tools and other items. The lumber they depend on are [[gathering|gathered]] by [[botanist]]s. Carpenters are able to craft bows for [[archer]]s, staves for [[conjurer]]s, polearms for [[lancer]]s and Macuahuitls for [[gladiator]]s. They can also make wooden shields and masks for casters, In additions for weapons and armor for [[Disciples of War|disciples of war]], carpenters can also create fishing poles for [[fisher]]s, grinding wheels for [[goldsmith]]s, spinning wheels for [[weaver]]s and clogs for [[crafting|crafters]].
===[[Culinarian]]===
===[[Culinarian]]===
Culinarian is a crafting or Disciples of the Hand [[classes|class]] that utilizes various items from other crafting classes, as well as items found throughout the world, to create food items. Players can consume food items to receive temporary buffs to a variety of attributes, including a 3% EXP buff.
Culinarian is a crafting or Disciples of the Hand [[classes|class]] that utilizes various items from other crafting classes, as well as items found throughout the world, to create food items. Players can consume food items to receive temporary buffs to a variety of attributes, including a 3% EXP buff. They can also craft bait and lure for [[fisher]]s.
 
===[[Goldsmith]]===
===[[Goldsmith]]===
Goldsmith is a crafting or Disciples of the Hand [[classes|class]] that uses metals and gems to create accessories such as rings, earrings and necklaces. Goldsmith is reliant on [[miner]]s for ores and gemstones. Goldsmiths can craft staves and scepters for [[thaumaturge]]s and hora for [[pugilist]]s. They can also make needles for [[weaver]]s, accessories such as rings, earrings and bracelets for all classes and head gear such as circlets and spectacles for casters and crafters.  
Goldsmith is a crafting or Disciples of the Hand [[classes|class]] that uses metals and gems to create accessories such as rings, earrings and necklaces. Goldsmith is reliant on [[miner]]s for ores and gemstones. Goldsmiths can craft staves and scepters for [[thaumaturge]]s and hora for [[pugilist]]s. They can also make needles for [[weaver]]s, accessories such as rings, earrings and bracelets for all classes and head gear such as circlets and spectacles for casters and crafters.  
===[[Leatherworker]]===
===[[Leatherworker]]===
Leatherworker is a crafting or Disciples of the Hand [[classes|class]] that uses hides, furs and pelts to create leather armor of all kinds. Leather armor is stronger than cloth but weaker than chain and plate. Leatherworkers can create leather armor for [[pugilist]]s, [[lancer]]s, [[rogue]]s, and [[archer]]s along with armor for [[gathering]] classes. They can also make hand-to-hand weapons for pugilists, shields for casters, rings and necklaces for gatherers and rings for other classes.
Leatherworker is a crafting or Disciples of the Hand [[classes|class]] that uses hides, furs and pelts to create leather armor of all kinds. There is no specific gathering class associated with it, as these materials are found by slaying animal monsters. Leather armor is stronger than cloth but weaker than chain and plate. Leatherworkers can create leather armor for [[pugilist]]s, [[lancer]]s, [[rogue]]s, and [[archer]]s along with armor for [[gathering]] classes. They can also make hand-to-hand weapons for pugilists, shields for casters, rings and necklaces for gatherers and rings for other classes.
 
===[[Weaver]]===
===[[Weaver]]===
Weaver is a crafting or disciple of hand [[classes|class]] that utilizes fabric and fiber to create cloth armor. Cloth armor is weaker than plate and leather. Weavers can make armor for crafting classes, [[gathering]] classes and casters. They also make light armor with [[strength]] and [[dexterity]].  
Weaver is a crafting or disciple of hand [[classes|class]] that utilizes fabric and fiber to create cloth armor. Many of the materials needed can be gathered by [[botanist]]s. Cloth armor is weaker than plate and leather but can be worn by almost any class. Weavers can make armor for crafting classes, [[gathering]] classes and casters. They also make light armor with [[strength]] and [[dexterity]].  
==Crafting Attributes==
==Crafting Attributes==
* '''[[Craftsmanship]]''' - increases the amount of progress you generate while using crafting actions such as [[Basic Synthesis]] and [[Standard Synthesis]].
* '''[[Craftsmanship]]''' - increases the amount of progress you generate while using crafting actions such as [[Basic Synthesis]] and [[Standard Synthesis]].

Revision as of 11:41, 16 July 2015

Crafting classes, also known as Disciples of the Hand, synthesize new and useful items such as armor, weapons, food and potions from basic materials. The 8 Disciples of the Hand classes in A Realm Reborn are Carpenter, Blacksmith, Armorer, Goldsmith, Leatherworker, Weaver, Alchemist and Culinarian. Some of the basic materials are collected by gathering by disciples of land classes or killing certain types of enemies. Players can unlock these crafting classes by talking to the Guild Receptionist in the Respective Guilds. Players are required to have a lvl 10 or higher Disciple of War or Disciple of Magic class to do this.

  • To switch to a crafting class, simply equip the tool of that class from your armory chest. Additional equipment can be saved in an item set, and equipment with crafting stats can be bought or crafted for every equipment slot except for the Soul Gem. Most such equipment can be used across all the crafting classes except for the primary and secondary tools, which are unique to each.
  • When you have a crafting class equipped, the CP bar replaces your MP bar.

Crafting Basics

To begin crafting, open your crafting log section of your personal log and select a recipe. The items required will be displayed on the right side of the window and the difficulty will be displayed near the top. You can then select the option for Synthesize in the bottom right of the recipe window to open the crafting dialogue box. In the new window there are several things to take note of:

  • Durability - Durability is the number of steps you can take when you're crafting an item. Each crafting action that alters the item's progress or quality consumes 10 points of durability by default, and some abilities can reduce the consumption or restore durability. Your crafting session ends when the durability of the item hits 0. If the progress has not reached 100% at that time, your synthesis fails and you lose some of the crafting material. The starting Durability varies depending on the item. Items used mainly for further crafting (such as leather, bars of metal, cloth etc) usually have 40 points, equipment pieces have 60 or more.
  • Progress - Progress is the measurement towards the completion of the item. You successfully craft an item when the progress bar becomes full. If you fail to reach the maximum progress before the durability reaches 0, your synthesis of the item fails and you may lose some of the crafting material. No further actions can be taken after the progress bar is filled, regardless of CP or Durability remaining. The higher your Craftsmanship stat, the more progress is made with each action if successful.
  • Quality - Quality is the probability that the item you're making will be a High Quality (HQ) item. You can increase Quality % by performing certain crafting actions and by initiating the synthesis using HQ ingredients. Quality is dictated by the attribute Control. The higher the % reached the more experience will be gained from the crafting as well. Not all items have a HQ version however. Using HQ crafting materials also affects the % that the item starts with.
  • CP - 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 ability is greater 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 effects the increase in quality of the item from touch commands. There are four conditions:
    • Excellent - Gives a large bonus to the efficiency of touch commands. The glowing ball rapidly changes colors. This has a 10% chance of occurring but will not happen after an Excellent, Good, or Poor condition.
    • Good - Gives a minor bonus to the efficiency of touch commands. The glowing ball is a orange red. This has a 25% chance of occurring, but can not happen after a good, excellent, or poor status.
    • Normal - Efficiency of touch commands remains as stated. The glowing ball is white.
    • Poor - Gives a minor demerit to the efficiency of touch commands. The glowing ball is purple and black. This always and only occurs on the step after Excellent.

The goal of the process is to get the highest quality possible and complete the progression of the item before the durability reaches zero. Success means the item is crafted, but failure means a loss of materials (some materials can be salvaged randomly). High quality items have higher stats where applicable, affect the base quality if used in further crafting and double the rewards when turned in for Tradecraft leves, Grand Company supply dailies and Ecatl Nine Delivery. Class quests and most story quests do not take quality of the item into account, although some quests (particularly crafting class quests and Ecatl Nine dailies) will explicitly demand HQ items.

Quick Synthesis

Once you have crafted an item once, you can use the option Quick Synthesis to create many copies of the same item. The process allows crafters to set up dozens of a single item to be crafted in relatively quick succession that they do not have to use individual crafting skills to create. The crafter can also end the process whenever they feel the need. Items spirit bond as normal with quick synth. Your gear is damaged at double the normal rate when using quick synth. Items created in this process have a certain chance for the craft to fail regardless of how easy it is and only a minimal chance of being HQ, even if using HQ materials.

Quick Synthesis is unlocked for all classes when any crafting class has reached level 10.

Advanced Crafting

3-Star Rotations

Crafting Classes

Alchemist

Alchemist is a crafting or Disciples of the Hand class that transforms materials into potions and elixirs. Alchemists can create consumables such as Potions, ethers, elixirs, stat buffs, status cures and status inducers. They can also make wands for conjurers and books for arcanists. Many of the base materials can be gathered by miners.

Armorer

Armorer is a crafting or Disciples of the Hand class that works with metals to create plate and chain mail armor. Chain and plate armor are stronger than leather and cloth ones. Armors can create metal armor such as plate armor for marauder and gladiator, scale armor for tanks and lancer and helmets for gathering classes. They can also make frying pans for culinarians and alembics for alchemists along with heavy shields for gladiator and bucklers for casters.

Blacksmith

Blacksmith is a crafting or Disciples of the Hand class that works with metals to create weapons such as swords and axes and tools. The ores they use are gathered by miners. Blacksmiths can create hand-to-hand weapons for pugilists, swords and daggers for gladiators, two-handed axes for marauders. In addition to weapons for disciples of war, they can also make various tools for crafting and gathering classes. Blacksmiths can forge hatchets and scythes for botanists, pickaxes and sledgehammers for miners, knives for culinarians and leatherworkers, hammers for goldsmith, blacksmiths and armorers, saws and hammers for carpenters, pliers for armorers, mortars for alchemists, awls for leatherworkers and files for blacksmith.

Carpenter

Carpenter is a crafting or Disciples of the Hand class that works with wood to create bows, staves, tools and other items. The lumber they depend on are gathered by botanists. Carpenters are able to craft bows for archers, staves for conjurers, polearms for lancers and Macuahuitls for gladiators. They can also make wooden shields and masks for casters, In additions for weapons and armor for disciples of war, carpenters can also create fishing poles for fishers, grinding wheels for goldsmiths, spinning wheels for weavers and clogs for crafters.

Culinarian

Culinarian is a crafting or Disciples of the Hand class that utilizes various items from other crafting classes, as well as items found throughout the world, to create food items. Players can consume food items to receive temporary buffs to a variety of attributes, including a 3% EXP buff. They can also craft bait and lure for fishers.

Goldsmith

Goldsmith is a crafting or Disciples of the Hand class that uses metals and gems to create accessories such as rings, earrings and necklaces. Goldsmith is reliant on miners for ores and gemstones. Goldsmiths can craft staves and scepters for thaumaturges and hora for pugilists. They can also make needles for weavers, accessories such as rings, earrings and bracelets for all classes and head gear such as circlets and spectacles for casters and crafters.

Leatherworker

Leatherworker is a crafting or Disciples of the Hand class that uses hides, furs and pelts to create leather armor of all kinds. There is no specific gathering class associated with it, as these materials are found by slaying animal monsters. Leather armor is stronger than cloth but weaker than chain and plate. Leatherworkers can create leather armor for pugilists, lancers, rogues, and archers along with armor for gathering classes. They can also make hand-to-hand weapons for pugilists, shields for casters, rings and necklaces for gatherers and rings for other classes.

Weaver

Weaver is a crafting or disciple of hand class that utilizes fabric and fiber to create cloth armor. Many of the materials needed can be gathered by botanists. Cloth armor is weaker than plate and leather but can be worn by almost any class. Weavers can make armor for crafting classes, gathering classes and casters. They also make light armor with strength and dexterity.

Crafting Attributes

Crafting Consumables

Experience Boost

Item Duration Effect Source
Company-issue Engineering Manual 180m +50% Experience earned from synthesis (Up to 20,000) Purchased from Grand Company Quartermaster for 1,440 Company Seals
Company-issue Engineering Manual II 180m +50% Experience earned from synthesis (Up to 40,000) Purchased from Grand Company Quartermaster for 2,300 Company Seals
Food 30m +3% Experience earned from synthesis Crafted through Culinarian or purchased from vendors

Control Increase Food

Item Duration Effect Source
Salt Cod 30m NQ: +8% Control (Max Control increase: 4)
HQ: +10% Control (Max Control increase: 5)
Crafted by level 15 Culinarian
Purchased from Vendors:
Gerulf in Limsa Lominsa Lower Decks (x8,y11)
Sasamero in Old Gridania (x14, y8)
Katherine in Ul'dah - Steps of Thal (x13,y9)
Alehouse Wench in Central Thanalan (x19,y20)
Raw Oyster 30m NQ: +8% Control (Max Control increase: 8)
HQ: +10% Control (Max Control increase: 10)
Crafted by level 19 Culinarian
Purchased from Vendors:
Shopkeep in Eastern Thanalan (x13,y24)
Alehouse Wench in South Shroud (x17,y19)
Boiled Bream 30m NQ: +8% Control (Max Control increase: 12)
HQ: +10% Control (Max Control increase: 15)
Crafted by level 27 Culinarian
Baked Sole 30m NQ: +8% Control (Max Control increase: 14)
HQ: +10% Control (Max Control increase: 17)
Crafted by level 30 Culinarian
Tuna Miq'abob 30m NQ: +8% Control (Max Control increase: 16)
HQ: +10% Control (Max Control increase: 20)
Crafted by level 33 Culinarian
Salt Cod Puffs 30m NQ: +8% Control (Max Control increase: 18)
HQ: +10% Control (Max Control increase: 23)
Crafted by level 42 Culinarian
Dagger Soup 30m NQ: +8% Control (Max Control increase: 22)
HQ: +10% Control (Max Control increase: 27)
Crafted by level 50 Culinarian
Pan-fried Mahi-Mahi 30m NQ: +8% Control (Max Control increase: 25)
HQ: +10% Control (Max Control increase: 31)
Crafted by level 55 Culinarian

Craftsmanship Increase Food

Item Duration Effect Source
Mint Lassi 30m NQ: +12% Craftsmanship (Max Craftsmanship increase: 8)
HQ: +15% Craftsmanship (Max Craftsmanship increase: 10)
Crafted by level 10 Culinarian
Purchased from Vendors:
Gerulf in Limsa Lominsa Lower Decks (x8,y11)
Sasamero in Old Gridania (x14, y8)
Katherine in Ul'dah - Steps of Thal (x13,y9)
Alehouse Wench in Central Thanalan (x19,y20)
Mashed Popotoes 30m NQ: +12% Craftsmanship (Max Craftsmanship increase: 12)
HQ: +15% Craftsmanship (Max Craftsmanship increase: 15)
Crafted by level 21 Culinarian
Purchased from Vendors:
Shopkeep in Eastern Thanalan (x13,y24)
Alehouse Wench in South Shroud (x17,y19)
Cheese Risotto 30m NQ: +12% Craftsmanship (Max Craftsmanship increase: 16)
HQ: +15% Craftsmanship (Max Craftsmanship increase: 20)
Crafted by level 27 Culinarian
Purchased from Vendors:
Cheese Souffle 30m NQ: +12% Craftsmanship (Max Craftsmanship increase: 20)
HQ: +15% Craftsmanship (Max Craftsmanship increase: 25)
Crafted by level 37 Culinarian
Purchased from Vendors:
Rolanberry Lassi 30m NQ: +12% Craftsmanship (Max Craftsmanship increase: 24)
HQ: +15% Craftsmanship (Max Craftsmanship increase: 30)
Crafted by level 45 Culinarian
Purchased from Vendors:
Rolanberry Cheesecake 30m NQ: +12% Craftsmanship (Max Craftsmanship increase: 32)
HQ: +15% Craftsmanship (Max Craftsmanship increase: 40)
Crafted by level 55 Culinarian
Purchased from Vendors:

CP Increase Food

Item Duration Effect Source
Frumenty 30m NQ: +10% Craftsmanship (Max Craftsmanship increase: 10)
HQ: +13% Craftsmanship (Max Craftsmanship increase: 12)
Crafted by level 4 Culinarian
Purchased from Vendors:
Gerulf in Limsa Lominsa Lower Decks (x8,y11)
Sasamero in Old Gridania (x14, y8)
Katherine in Ul'dah - Steps of Thal (x13,y9)
Alehouse Wench in Central Thanalan (x19,y20)
Stone Soup 30m NQ: +10% Craftsmanship (Max Craftsmanship increase: 17)
HQ: +13% Craftsmanship (Max Craftsmanship increase: 21)
Crafted by level 17 Culinarian
Purchased from Vendors:
Shopkeep in Eastern Thanalan (x13,y24)
Alehouse Wench in South Shroud (x17,y19)
Pea Soup 30m NQ: +10% Craftsmanship (Max Craftsmanship increase: 21)
HQ: +13% Craftsmanship (Max Craftsmanship increase: 26)
Crafted by level 26 Culinarian
Cawl Cennin 30m NQ: +10% Craftsmanship (Max Craftsmanship increase: 24)
HQ: +13% Craftsmanship (Max Craftsmanship increase: 30)
Crafted by level 35 Culinarian
Fish Soup 30m NQ: +10% Craftsmanship (Max Craftsmanship increase: 26)
HQ: +13% Craftsmanship (Max Craftsmanship increase: 33)
Crafted by level 43 Culinarian
Bouillabaisse 30m NQ: +10% Craftsmanship (Max Craftsmanship increase: 34)
HQ: +13% Craftsmanship (Max Craftsmanship increase: 43)
Crafted by level 55 Culinarian

Template:Crafting and Gathering