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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.
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Map Symbol |
Guild |
Description |
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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.
|
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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. |
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Tanners' |
Turning animal hides into clothes, shoes, belts, and
vellum for scrolls. |
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Weavers' |
Creating cloth goods -- hats, capes, and other apparel. |
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Goldsmiths' |
Here you can Finely work metal and jewels into
rings and amulets. |
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Boneworkers' |
Exactly what it sounds like, workmen who craft
items out of bone. What items they might be remains a bit unclear. |
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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. |
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Carpenters' |
Woodworkers run this guild, which appears to
mainly be devoted to large-scale building and joining projects. |
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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 |
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Bastok |
Alchemists' |
Bastok Mines |
K7 |
08:00~23:00 |
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Blacksmiths' |
Bastok Metalwork's |
E7 |
08:00~23:00 |
|
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Goldsmiths' |
Bastok Markets |
H8 |
08:00~23:00 |
|
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Weavers' |
Selbina |
E12 |
06:00~21:00 |
|
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Fishermens' |
Selbina |
H9 |
03:00~18:00 |
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San d'Oria |
Blacksmiths' |
Northern San d'Oria |
E5 |
08:00~23:00 |
|
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Carpenters' |
Northern San d'Oria |
E3 |
06:00~21:00 |
|
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Tanners' |
Southern San d'Oria |
D8 |
03:00~18:00 |
|
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Weavers' |
Selbina |
H9 |
06:00~21:00 |
|
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Fishermens' |
Selbina |
H9 |
03:00~18:00 |
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Windurst |
Boneworkers' |
Windurst Woods |
H13 |
08:00~23:00 |
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Culinarians' |
Windurst Waters |
E8 |
05:00~20:00 |
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Fishermens' |
Port Windurst |
C8 |
03:00~18:00 |
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Blacksmiths' |
Mhaura |
G9 |
08:00~23:00 |
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Goldsmiths' |
Mhaura |
G8 |
08:00~23:00 |
|
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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.
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