G U I L D S
 

Guilds are tradesman's organizations built around specific synthesis skills. Joining a guild (which doesn't appear to be too strenuous an effort) allows access to its various services, which are helpful in several ways. First, going to the guild and training is required to raise the level of an associated skill. Guilds also offer more direct assistance in certain tasks. When attempting a difficult item synthesis, you can go to the guild and get help from an expert, which increases the chances of success. Finally, guilds also maintain shops that sell items they make, or raw materials for making those items yourself.

Map Symbol Guild Description
Culinarians' That's Square's language, not ours. If your vocabulary is not so mighty, "Culinarian" means "cook". This guild thus pursues the art of preparing delicate and tasty foods.

Foods that are cooked by members of this guild have a beneficial, or at least unusual effect on a character. Square offers a couple of interesting examples on the Final Fantasy XI site -- apparently a meal high in protein increases strength and poison resistance at a cost in intelligence, while fish benefit agility and paralysis resistance while lowering magical capability. Go figure.

Some food effects are immediate, while others are latent and must be brought out through cooking. Thus, if you want to get the most out of your meals, develop your cooking skills.

Blacksmiths' Blacksmiths's forge swords, armor, and tools from base metals. The best swords are found in San d'Oria, although Bastok has more advanced technology in general, including firearms.
Tanners' Turning animal hides into clothes, shoes, belts, and vellum for scrolls.
Weavers' Creating cloth goods -- hats, capes, and other apparel.
Goldsmiths' Here you can Finely work metal and jewels into rings and amulets.
Boneworkers' Exactly what it sounds like, workmen who craft items out of bone. What items they might be remains a bit unclear.
Fishermens' Fishermen teach the art of fishing, as well as the crafting of tools useful for that purpose. And they sell you some tasty fish, too.
Carpenters' Woodworkers run this guild, which appears to mainly be devoted to large-scale building and joining projects.
Alchemists' Here you can refine metal into even finer metal for better weapons and items. Alchemists' Guild members are also capable of making chemical items such as potions.

 

Kingdom Guild Location Coordinates Time of Day
       
Bastok Alchemists' Bastok Mines K7 08:00~23:00
Blacksmiths' Bastok Metalwork's E7 08:00~23:00
Goldsmiths' Bastok Markets H8 08:00~23:00
Weavers' Selbina E12 06:00~21:00
Fishermens' Selbina H9 03:00~18:00
       
San d'Oria Blacksmiths' Northern San d'Oria E5 08:00~23:00
Carpenters' Northern San d'Oria E3 06:00~21:00
Tanners' Southern San d'Oria D8 03:00~18:00
Weavers' Selbina H9 06:00~21:00
Fishermens' Selbina H9 03:00~18:00
       
Windurst Boneworkers' Windurst Woods H13 08:00~23:00
Culinarians' Windurst Waters E8 05:00~20:00
Fishermens' Port Windurst C8 03:00~18:00
Blacksmiths' Mhaura G9 08:00~23:00
Goldsmiths' Mhaura G8 08:00~23:00
Weavers' Windurst Woods F12 and G12 06:00~21:00

 

Day of the Week Fire Earth Water Wind Ice Thunder Light Darkness
Worst Crystal to Use Ice Thunder Fire Earth Wind Water Darkness Light
Color of the Moon Red Blue Purple Yellow Green Aqua White Gray





Crystals


Crystals are crystalline objects that contain the life force of the world. Control of the Crystals amounts to control of corresponding bits of the world, and since all three major nations have expansion on their minds, the adventurers of each nation are roaming far and wide in search of Crystals to expand the power and territory of their homelands.

Crystals can be found in the monster-filled wild lands of each country. Areas where adventurers travel are ringed by border guards installed by the government of the nation that lays claim to that territory in order to aid their countrymen. From the border guards, you receive a "signet," which is an enchantment that makes it easier to find crystals or pick them up from fallen bad guys. The enchantment wears off after a little while, though, so it's wise to get those crystals while the getting is good.

Crystal Types

There are eight types of crystals, each corresponding to a particular natural energy and related attribute. Each crystal has its opposite, easily discerned from the listing above, and each elemental energy also has a particular quality that describes the manner in which it might prove useful. Fire embodies combustion; water embodies dissolution; earth embodies joining; wind embodies separation; ice embodies coagulation; thunder embodies decomposition; light is the force of reproduction; darkness is rot and decay.

Synthesis

All these different qualities play a role in the business of manufacturing items. The key to creating magical weapons, armor, and other objects is unlocking the different energies contained within the crystals.

Gaining levels in item synthesis accords a character more impressive titles in their chosen trade, and more importantly, it reduces the chance of costly failure in item synthesis. That's important, because the crystals and other raw materials necessary to make powerful items may take a fair amount of effort. The actual business of synthesis is relatively simple -- once all the items are collected, all you need is a place to cook. Mix the materials together, add the appropriate crystal as a catalyst, and if luck is with you, presto! A new magical or otherwise useful item. Maybe you can keep it for yourself, but one of the main reasons to specialize in a trade, naturally, is to use your products to engage in commerce with others.