Crafting is the process of utilizing a crystal to transform a bunch of items into a single item or a group of the same item. Cooking, Clothcraft, Leathercraft, Woodworking, Bonecraft, Smithing, Goldsmithing, and Alchemy are the eight synthesis crafting classes. Every class has its own unique guild with its own set of skills, secret recipes, and other members.
The history of Final Fantasy XI's crafting system is long and illustrious. This is a reliable means of income for certain people. Some, on the other hand, include it in their stories for progression. At first, it took a lot of money and effort to improve your skills, often as much as six months. However, you'd find some extremely sought-after tools and supplies at the end of that long, winding time.
As a result, players generally preferred the “professions" route because the process took a long time. In recent years, crafting has become an integral aspect of progressing through the game while playing a role in everything from the creation of new items to the progression of existing ones to the spawning of a wide variety of monsters. Getting started in the crafting community has also lowered its barriers, which is something that players have been looking forward to for a long time.
In guilds, you can find Synthesis Image Support NPCs, who can grant you a special buff that temporarily improves your relative crafting skill and makes it easier for you to complete more challenging recipes. Guild Masters also advance you through your crafting levels and assign you to one of many rankings. Guilds also have Guildworker's Unions, which you can join at the rank of Novice, crafting level 30's, to earn guild points for delivering goods that they order.
You can then use the guild points to purchase essential tools, equipment, and furniture that will simplify your crafting process. You will periodically gain skills as you create recipes that are more advanced than you are, much as how one develops weapon skills in combat. Similar to how Maat forces you to complete Limit Break missions, you will reach your skill cap at every 10 points, and to advance, you will need to meet with the guild master and bring in the test item they request.
Any craft could be taken to level 60 without restriction. However, you can only use 40 skill points on a ship that has been taken above 60. If you wished to advance any craft above 60, you could only advance one of them to a maximum of 100. Alternatively, you could take 2 to 80 and adhere to the same restriction. You must speak with your guild master if you are set to level another craft to level 100. He will reduce your crafting level to 60 and release those skill points if you do. Only do this if you are positive about your choice because leveling it from 60 to 100 is expensive and time-consuming, regardless of the craft.
With the advent of Curio Vendor Moogles, the woodworking industry also felt a sharp pinch. Having a high level of this skill can be helpful because it is sometimes used as a secondary skill.
Many players could concentrate on just this one thing and earn millions of ff11 gil in the process. Unfortunately, the ninja tools and shihei are now stocked in the Moogles' Curio Shops. All of the ammo these craftsmen managed to produce met the same end. On a more positive note, woodworking is put to good use at the professional level. Many players will still be interested in the effects of increased armor and can make plenty of it. They can also make most of the furniture in the game, including bulky pieces like the panetiere that players want to purchase to free up space in their Mog Safe. There is an opportunity because some gamers prefer to decorate and will make occasional purchases of furniture. Although not a particularly flourishing on
Unfortunately, cooking in Final Fantasy XI hasn't been as popular as it once was. There was a period when it was an excellent method to make money because consuming food granted rare stat boosts. The legendary Sole Sushi, most known for its significant accuracy boost, used to push aspiring chefs to great levels of ffxi gil. However, ever since the rise of the Curio Vendor Moogle, cooking has become a top-heavy specialty market. These days, the most common and necessary foods can be purchased from Curio Vendor Moogles. Because of this, many players opt to put their money into other professions. It's not impossible to turn a profit now, but you'll have to look rather hard.
Due to its essential role in providing players with the weapons and armor they need to progress through the game, smithing has significantly impacted Final Fantasy XI's economy. Its market position, once it was established, was stable in all eras since it was filled by demand. Regular smithing, like goldsmithing, produces ingots and benefits from a healthy profit split across several markets. Students of this skill can make various valuable items from the abjuration sets for use by mages and tanks alike.
The same cannot be said of very many other varieties of vessels. Smiting still yields exceptionally effective weapons, too. Most notably, the +1-blurring sword and dagger, which is still purchased by gamers today. In addition, players have the option of making the varar ring +1, which is highly sought after by many pet jobs (particularly summoners). As the primary provider of weapons, shields, and armor, smithing is a valuable trade in its own right. Although it doesn't appear frequently, this sub-craft does exist.
Goldsmithing was legendary for its high minimum wage and capital investment requirements. It was common knowledge that some players spent hundreds of millions of gold merely to max up this ship. But the products crafted from gold also made gold and were quite lucrative. It is commonly used to manufacture ingots and chains; therefore, it still has practical applications in the market. And this is especially true when you consider that many high-level recipes call for low-level items.
Goldsmiths produce most tank abjuration armor, leaving only smithing as a potential opponent. Additionally, goldsmiths may create the coveted Stikini Ring, Moonbeam Necklace, and Mache Earring, all of which sell rapidly when asked.
It's common knowledge that leatherworking has always been a highly lucrative profession. This source of income is reliable since it guarantees a constant supply of unique goods that skilled leatherworkers can craft. Many players back in the game's early days spent their whole savings on the various capes, light armor, and belts they could make. The situation hasn't changed much in the years since then, even though several previously unavailable add-ons have been available. In other words, this vessel has stood the test of time. In addition to its usefulness in creating a wide variety of cursed and abjuration items (which are, in turn, used by other crafts), this profession also allows players to make a wide variety of very desirable armor.
This trade is flexible, as its products are typically incorporated into armor upgrades. This may be the kind of thing that the JSE collars fall into. The versatility of straps made by leatherworkers is especially advantageous to those who employ two-handed weapons. As the sole provider of leather constituent products, leatherworking also has a strong position in the market. There will always be a market for this among crafters of all stripes. Leatherworking's versatility as a featured sub-craft means that it's worth your time even to level it to the next tier.
Alchemy used to be very popular in the past. Alchemists could make consumable items like echo drops, which could easily remove silence, as well as silent oils and prism powders, which could give players sneak and invisibility. Curio Vendor Moogles now sell many things that used to be famous for alchemy. So, alchemists can only make money in a limited number of ways, which is a shame. But at very high levels, they can be helpful because they can handle cursed items.
These are pretty common in the game right now. Not to mention that they can fix fishing rods, which is also a helpful skill. But this isn't usually enough to make players want to spend money and time on alchemy.
Crafting in FFXI can be a nightmare or a dream, like nearly every other aspect of the game, so it is better to be patient and stick to your role. Try to think of each successful synthesis as a mini-victory and each skill increase as a major victory. Similarly, you shouldn't overload yourself with work and expect to finish it. Make sure you are prepared for any obstacle that comes your way.