Getting the most out of crafting happens in a few ways, first off you need to look at what materials you are going to craft with and how many shards/crystals it will take per synthesis.
If like me, you gather everything then cost of items won't apply, however if you have cash to burn you will want to make sure you are getting the best deal!
The best tip I can give is Quality Quality Quality! get as much of it on each item as you can! for the simple reason that the more quality you apply to the synthesis, the more the exp multiplier adds to the total exp!
It will take you longer to craft each item, but on the flip side you will gain nearly triple the amount of exp per synthesis. Increasing you exp per synthesis will help reduce costs & shard/crystal usage.
So always remember, add quality! this also applies to items that cannot have a HQ (Dyes for example).
Happy crafting!
Thursday, 31 October 2013
Sunday, 20 October 2013
Happy Halloween!
Ok so I know this is early but seeing as the Halloween event has kicked off I figured it would be a good time to mark the return of our little blog.
Version 2.0 was released a little over a month ago and the trio have returned to the game full steam ahead! like many others we are enjoying the Halloween event.
So, without further ado, pumpkins and a scary Melody Kamahi!!!
Version 2.0 was released a little over a month ago and the trio have returned to the game full steam ahead! like many others we are enjoying the Halloween event.
So, without further ado, pumpkins and a scary Melody Kamahi!!!
Saturday, 3 December 2011
Harvesting: Logging / Notch Position
Using the same principles as mining and fishing, here are the results in the same way I have been fishing.
Using the wonderfuldepth gauge notch gauge above here are my results so far. Please note as with fishing and logging you will still harvest items that are not necessarily what you are targeting, just more likely to get what you want.
Grade 1 / 2
Notch +5: Nothing Confirmed
Notch +4: Nothing Confirmed
Notch +3: Nothing Confirmed
Notch +2: Cock Feathers*
Notch +1: Cinderfoot Olives*
Notch 0: Nothing Confirmed
Notch -1: Nothing Confirmed
Notch -2: Ash Logs
Notch -3: Ash Branches*
Notch -4: Nothing Confirmed
Notch -5: Nothing Confirmed
*Not Confirmed
Using the wonderful
Grade 1 / 2
Notch +5: Nothing Confirmed
Notch +4: Nothing Confirmed
Notch +3: Nothing Confirmed
Notch +2: Cock Feathers*
Notch +1: Cinderfoot Olives*
Notch 0: Nothing Confirmed
Notch -1: Nothing Confirmed
Notch -2: Ash Logs
Notch -3: Ash Branches*
Notch -4: Nothing Confirmed
Notch -5: Nothing Confirmed
*Not Confirmed
All-purpose Dyes
The following dyes have been added to the game to allow Disciples of the Hand (Crafters) the ability to style the clothes and armor. Currently it appears that by dyeing your items gives you an added bonus in stats.
All-purpose Black Dye, All-purpose Blue Dye, All-purpose Brown Dye, All-purpose Green Dye, All-purpose Grey Dye, All-purpose Purple Dye, All-purpose Red Dye, All-purpose White Dye, All-purpose Yellow Dye.
I have found the following dyes whilst harvesting:-
All-purpose Black Dye, All-purpose Blue Dye, All-purpose Brown Dye, All-purpose Green Dye, All-purpose Grey Dye, All-purpose Purple Dye, All-purpose Red Dye, All-purpose White Dye, All-purpose Yellow Dye.
I have found the following dyes whilst harvesting:-
- a pot of all-purpose blue dye (grade 2 zone) [La Noscea]
- a pot of all-purpose grey dye (grade 1 zone) [Thanalan]
I have found the following dyes whilst quarrying:-
- a pot of all-purpose white dye (grade 2 zone)
- a pot of all-purpose red dye (grade 1 zone)
I have found the following dyes whilst spear fishing:-
- a pot of all-purpose black dye (grade 1 zone) [Thanalan]
Labels:
Disciples of the Land,
Harvesting,
Legacy (V1),
Mining
Tuesday, 23 August 2011
Mining: Exposed Ore
Taking a short break from fishing, I decided to try my luck at mining, and recording the results in the same way I have been fishing.
Using the wonderful depth gauge above here are my results so far. Please note as with fishing and logging you will still harvest items that are not necessarily what you are targeting, just more likely to get what you want.
Grade 1 / 2
Depth +5: Nothing Confirmed
Depth +4: Bone Chips
Depth +3: Copper Ore, Rock Salt
Depth +2: Yellow Copper Ore
Depth +1: Nothing Confirmed
Depth 0: Fire Rock, Bloodworms*, Lightning Rock*, Alumen*
Depth -1: Tin Ore, Zinc Ore*, Sunrise Tellins*
Depth -2: Minium, Raw Sphene*, Iron Ore
Depth -3: Nothing Confirmed
Depth -4: Solid Femurs
Depth -5: Nothing Confirmed
*Not Confirmed
Using the wonderful depth gauge above here are my results so far. Please note as with fishing and logging you will still harvest items that are not necessarily what you are targeting, just more likely to get what you want.
Grade 1 / 2
Depth +5: Nothing Confirmed
Depth +4: Bone Chips
Depth +3: Copper Ore, Rock Salt
Depth +2: Yellow Copper Ore
Depth +1: Nothing Confirmed
Depth 0: Fire Rock, Bloodworms*, Lightning Rock*, Alumen*
Depth -1: Tin Ore, Zinc Ore*, Sunrise Tellins*
Depth -2: Minium, Raw Sphene*, Iron Ore
Depth -3: Nothing Confirmed
Depth -4: Solid Femurs
Depth -5: Nothing Confirmed
*Not Confirmed
Monday, 22 August 2011
Fishing: New Hat
While pottering about completing my daily fishing leve's I came across a chest; low and behold it contained a Yellow Fishing Hat. I have always wanted one of these, just refused to pay the current market ward prices.
Saturday, 20 August 2011
Fishing: Grade 3
Currently fishing for grade 3 fish, just outside Camp Horizon, using Moth Pupa's as bait. Getting quiet a few Box Turtles, River Crabs, and Black Ghost fish. My depth gauge is reading -4 from the mid point, or +1 from the bottom.
Have just completed some fishing leve quests, sadly my connection to the lobby dropped. Even though I was able to get back into the game quickly the leve quest was marked as failed. I would have thought this would have been fixed by now.
Anyhow, I have just received my first dark matter fragment from fishing, and yes I have been fishing lots, but this is still the first one. So I guess it is possible to get your repair materials from fishing.
Have just completed some fishing leve quests, sadly my connection to the lobby dropped. Even though I was able to get back into the game quickly the leve quest was marked as failed. I would have thought this would have been fixed by now.
Anyhow, I have just received my first dark matter fragment from fishing, and yes I have been fishing lots, but this is still the first one. So I guess it is possible to get your repair materials from fishing.
Wednesday, 10 August 2011
Finding Some Free Time! ... cont
I mentioned in my last post that you require Dark Matter to repair items, however apart from the local NPC I was unable to source any. I have just managed to gather some Dark Matter from mining and harvesting. I have sadly had no joy in getting any from fishing, but that does not mean that it is not possible. The drop rate appeared low compared to the other items you get when gathering. But then again how often do you need to repair your equipment. I was able to gather one piece of Dark Matter for approx 2-3 harvesting spots. So I would imagine if you were harvesting for a few hours you could get enough to repair a full set of tools and armour.
Monday, 8 August 2011
Finding Some Free Time!
Its been almost 8 months since I last ventured into Eorzea, so whats new or more likely what have I missed. While listening to some soothing background music provided by the auto-updater, I thought it might be wise to read up on some of the recent changes.
I find things such as: visible quest characters and the odd reference to something called Dark Matter. The music fades, the screen widens... I instantly notice an updated user interface, a bit more colour / depth. I also notice some of my skills have been replaced with others. Eager to test then out I head towards the town gate only to find another character beckoning me over. After a short exchange, I am asked to head south and seek out some local wildlife for research. I agree, for a small sum naturally.
The forest is teaming with animals, but no signs of any adventurers perhaps there are all tucked up in the local tavern. With a few swishes of my sword my wildlife research is complete, and I have bagged a few teeth for my would-be researcher. I return to town hand in my quest and the much needed reward, as I notice that my gloves are wearing a little thin. I prepare my tanners workbench only to find that I am missing a new ingredient, something called Dark Matter. I make some inquiries around town, where I am pointed to the local market row. A tall man stands before me offering his wears, which also include the Black Matter I am after. After concluding my business to start repairing my gloves, in a quite literary a flash my gloves are good as new, and ready for my next fishing trip.
I wonder if I can find some of this Black Matter out in the forest...
I find things such as: visible quest characters and the odd reference to something called Dark Matter. The music fades, the screen widens... I instantly notice an updated user interface, a bit more colour / depth. I also notice some of my skills have been replaced with others. Eager to test then out I head towards the town gate only to find another character beckoning me over. After a short exchange, I am asked to head south and seek out some local wildlife for research. I agree, for a small sum naturally.
The forest is teaming with animals, but no signs of any adventurers perhaps there are all tucked up in the local tavern. With a few swishes of my sword my wildlife research is complete, and I have bagged a few teeth for my would-be researcher. I return to town hand in my quest and the much needed reward, as I notice that my gloves are wearing a little thin. I prepare my tanners workbench only to find that I am missing a new ingredient, something called Dark Matter. I make some inquiries around town, where I am pointed to the local market row. A tall man stands before me offering his wears, which also include the Black Matter I am after. After concluding my business to start repairing my gloves, in a quite literary a flash my gloves are good as new, and ready for my next fishing trip.
I wonder if I can find some of this Black Matter out in the forest...
Labels:
Crafting,
Disciples of the Hand,
Legacy (V1),
Synthesis
Tuesday, 14 December 2010
More on leveling... What the behest!?
Talking about levelling from my previous post was all about grinding and how at 20 it was like hill a SP wall. This time I'm going to talk about Battle Warden Behests, which for us, is the new way to level.
What is a behest?
A behest is a request, that request comes from a battle warden which appears at each crystal at a camp or out in the field. The battle warden npc will spawn every hour, on the hour at which point you can sign up by talking to them. There is a player limit of 15 so you will need to be quick if the camp is pretty busy! Once signed up the event will begin at 5 minutes past the hour.
So what happens?
Hopefully someone will start group, but if not I would recommend that you just invite all the people with the paper icon next to their name just for the sake of getting things going.
When the event starts, the battle warden will start moving towards areas where the mobs are. The even is just like a leve quest and you can see areas on the map where the mobs live. You run around killing everything listed on the screen. Once done more appear (usually 2 mobs), after they are delt with, the behest is complete! Talking to the battlewarden will give you some gil, plus a chance to port back to the camp/area you started in.
Mmmmkay, sounds okay, but how does it make for good levelling?
During the behest, all the mobs that are killed net you SP as if you had just solo'd it.
Yeah, so?
If you get the maximum amount of people (15) sign up, the amount of mobs increase, which at level 20 is around 40+ mobs. The mobs die so fast and furious in the space of 10 minutes that you can get around 4-5k SP. In effect your getting SP from grinding roughly the amount you could in just over a hour, but in 10 minutes. Leaving you about 45 minutes to kill which you could grind some more, or like me switch to crafting.
Conclusion
Levelling by behests will most definitely make the best use of your time, not only does it give good SP, but it also gives you a chance to break up the grind. Take a break, craft, whatever you like in between!
As always, there is a downside. As there is a limit to the amount of people who can join, you are not guaranteed a spot, turn up early, keep an eye out, and click fast to get your spot!
Happy levelling!
Sunday, 5 December 2010
Leveling Post Nov Patch
By now I would imagine everyone knows about the Nov update and what it brought to the table. But what did those figures in terms of required SP per level actually mean in terms of levelling time?
It now takes roughly an hour to get from 1 to 10... It actually took me very little effort to take a DOW & DOM over level 10. The first few levels come fast and furious and it does tend to slow a little the closer you get to 10, but as long as you keep the momentum going, the levels fly by.
Ok so in terms of what was being killed? well it's very simple really, rats & beetles can take you there in no time. Running out of limsa, I killed rats on the way south to the beetles and started killing them at lvl3.
At level 10 the levelling curve changes, and starts to slow a little. 10-12 can be done in a hour or less killing puk, then moving on to 12-16 which will take roughly 3 hours more working on Dodo's. After 16 you are looking at much longer levelling times but still within reason easy enough to get multiple levels in a matter of hours.
The real hit is when you hit 20, as soon as that little rank up flutters about, you can kiss that 150-200 SP goodbye, you will be looking at ranges of 60-90 per mob. The sad thing is I was soloing nanny goats and crabs and still only getting 80-90 per. I found testing each type of mob to be best, find those who were quick to kill vs dmg taken. Regardless after 20 you are looking at a level or 2 per level if you work at it.
Partying below 20 seems to hurt SP and XP gains so I wouldn't advise it, unless you are like the Kitn and I who just like to play together. As a party below 20, 150 SP/XP gains turn in to 70-100.
I'm yet to group up after 20 and see if there is any benefit at all but so far it would seem that party SP/XP doesn't seem to be working very well.
So, there we have it, to recap:
1-10 : Easy as pie, face roll your way to 10 in about an hour.
10-12 : Easy enough in a hour to two.
12-16 : Looking at about 3-4 hours solid grinding.
16-20 : Talking a day or so.
20+ : Yeeeaaaahhh..... Ummmm..... Shoot, hell if I know what to do!
This didn't include any other means of SP/XP gain other than grinding.
It now takes roughly an hour to get from 1 to 10... It actually took me very little effort to take a DOW & DOM over level 10. The first few levels come fast and furious and it does tend to slow a little the closer you get to 10, but as long as you keep the momentum going, the levels fly by.
Ok so in terms of what was being killed? well it's very simple really, rats & beetles can take you there in no time. Running out of limsa, I killed rats on the way south to the beetles and started killing them at lvl3.
At level 10 the levelling curve changes, and starts to slow a little. 10-12 can be done in a hour or less killing puk, then moving on to 12-16 which will take roughly 3 hours more working on Dodo's. After 16 you are looking at much longer levelling times but still within reason easy enough to get multiple levels in a matter of hours.
The real hit is when you hit 20, as soon as that little rank up flutters about, you can kiss that 150-200 SP goodbye, you will be looking at ranges of 60-90 per mob. The sad thing is I was soloing nanny goats and crabs and still only getting 80-90 per. I found testing each type of mob to be best, find those who were quick to kill vs dmg taken. Regardless after 20 you are looking at a level or 2 per level if you work at it.
Partying below 20 seems to hurt SP and XP gains so I wouldn't advise it, unless you are like the Kitn and I who just like to play together. As a party below 20, 150 SP/XP gains turn in to 70-100.
I'm yet to group up after 20 and see if there is any benefit at all but so far it would seem that party SP/XP doesn't seem to be working very well.
So, there we have it, to recap:
1-10 : Easy as pie, face roll your way to 10 in about an hour.
10-12 : Easy enough in a hour to two.
12-16 : Looking at about 3-4 hours solid grinding.
16-20 : Talking a day or so.
20+ : Yeeeaaaahhh..... Ummmm..... Shoot, hell if I know what to do!
This didn't include any other means of SP/XP gain other than grinding.
Sunday, 28 November 2010
Patch Review (November 2010)
After downloading the patch (250~MB) I was some what apprehensive, how much can change in such a small patch.
Macros
First off, if you use macros to change equipment you now need to include the HQ suffix. Naturally this makes perfect sense, and is what I tried to do after creating my first HQ items back at first launch.
/equip main "Bronze Dagger +1"
You also get a nice friendly warning that your equipment is damaged, if indeed it is. Although this message does trigger when your durability is around 70%, maybe even higher.
Disciples of the Land: Fishing
There have been some tweaks to fishing, in that once you have caught or lost your first fish (on cast). You are presented with a message "Your senses tell you that there are [fish name] above/below your position". Although I only tested this for about two hours, it does come true most of the time, and ignoring the suggested position may allow you to catch another type of fish.
Disciples of the Land: Mining / Logging
As you might expect the other Disciples of the Land action follow a similar flow, informing the player that if they change their depth or angle they might harvest that particular item.
UI Improvements
If you are playing Final Fantasy XIV like me, on what is called the bare minimum specification you will now find that the over all user interface is much more responsive. The game no longer freezes (between 5-10 seconds) when trying to: run into and new area, perform any crafting, view inventory, transfer items to your retainer, buy/sell items from shops, browse other players bazaars, view the world map, attempt to repair your items and change your equipment by the character page. Good Job :)
Synthesis
If you have not already checked out the Lodestone web site, I suggest you do. There are a flurry of changes to recipes which in my opinion should have been there are the start. Lesser rank items now require lower level materials, making them easier to make and source. As far as I am aware there have been no changes to how synthesis is performed. You still have a choice of Normal, Fast and Quality, whilst trying to keep the elements in harmony.
Retainers
Your retainer will still appear in the Market Ward, unless there is some server maintenance; where they seem to disappear. Unless I have missed it, there is no global search for items, although viewing items for sale on other retainers has improved in speed, as mentioned above in the general UI update.
Disciples of the War
Pretty much all classes that like to go out, and help keep the local aggressive monster population down, will now notice that you actually receive skill points / experience based on your class rank not your physical level. This certainly helps out when you have spent most of your time playing Disciples of the Land classes, and your physical is far higher than your chosen rank two class job. You also seem to get the skill points / experience after defeating the monster not during. You also seem to get shield skill points even if you do not actually use your shield in battle. So my tip, equip that shield or buy a very cheap one, if your job allows it.
Macros
First off, if you use macros to change equipment you now need to include the HQ suffix. Naturally this makes perfect sense, and is what I tried to do after creating my first HQ items back at first launch.
/equip main "Bronze Dagger +1"
You also get a nice friendly warning that your equipment is damaged, if indeed it is. Although this message does trigger when your durability is around 70%, maybe even higher.
Disciples of the Land: Fishing
There have been some tweaks to fishing, in that once you have caught or lost your first fish (on cast). You are presented with a message "Your senses tell you that there are [fish name] above/below your position". Although I only tested this for about two hours, it does come true most of the time, and ignoring the suggested position may allow you to catch another type of fish.
Disciples of the Land: Mining / Logging
As you might expect the other Disciples of the Land action follow a similar flow, informing the player that if they change their depth or angle they might harvest that particular item.
UI Improvements
If you are playing Final Fantasy XIV like me, on what is called the bare minimum specification you will now find that the over all user interface is much more responsive. The game no longer freezes (between 5-10 seconds) when trying to: run into and new area, perform any crafting, view inventory, transfer items to your retainer, buy/sell items from shops, browse other players bazaars, view the world map, attempt to repair your items and change your equipment by the character page. Good Job :)
Synthesis
If you have not already checked out the Lodestone web site, I suggest you do. There are a flurry of changes to recipes which in my opinion should have been there are the start. Lesser rank items now require lower level materials, making them easier to make and source. As far as I am aware there have been no changes to how synthesis is performed. You still have a choice of Normal, Fast and Quality, whilst trying to keep the elements in harmony.
Retainers
Your retainer will still appear in the Market Ward, unless there is some server maintenance; where they seem to disappear. Unless I have missed it, there is no global search for items, although viewing items for sale on other retainers has improved in speed, as mentioned above in the general UI update.
Disciples of the War
Pretty much all classes that like to go out, and help keep the local aggressive monster population down, will now notice that you actually receive skill points / experience based on your class rank not your physical level. This certainly helps out when you have spent most of your time playing Disciples of the Land classes, and your physical is far higher than your chosen rank two class job. You also seem to get the skill points / experience after defeating the monster not during. You also seem to get shield skill points even if you do not actually use your shield in battle. So my tip, equip that shield or buy a very cheap one, if your job allows it.
Labels:
Crafting,
Disciples of the Land,
Disciples of the War,
FFXIV Patch,
Legacy (V1),
Market Wards,
Retainer,
Synthesis
Saturday, 27 November 2010
Full Patch Update Details (11/25/2010)
In a brief summary: lots more monsters, more inventory space both player and retainers (Yay!), only NQ items and super quality (+3's) drop from monsters, ammo stack count increase to 9999, some interesting fishing changes (will test and review).
Comprehensive Version Update Detail: Check out the full list
Comprehensive Version Update Detail: Check out the full list
Smallclothes no longer suffer wear!
Smallclothes no longer suffer wear, and therefore no longer require repairs.Now what am I going to do with all the undergarments I receive from my in-laws during the holiday period.
Smallclothes which suffered wear prior to the version update have been restored to pristine condition, and all unsightly stains removed. This includes smallclothes within bazaars marked as "seeking repairs," which can be equipped as normal after they are removed from the bazaar.
Comprehensive Version Update Details (11/25/2010)
Some exciting changes to the synthesis recipes, you no longer need items found on high rank monsters or sourced by high rank synthesis items for low rank or starter items. I especially like that you are able to make smithing nuggets with shards, and not crystals.
Comprehensive Version Update Details: Check out the full list
Comprehensive Version Update Details: Check out the full list
Labels:
Disciples of the Hand,
FFXIV Patch,
Legacy (V1),
Synthesis
Monday, 22 November 2010
Final Fantasy XIV: Guard / Block / Repair
First off, let me change in to my crafting gear :) You can not fight, with damaged goods! Looks like my Bronze Dagger requires some repairing... There you go, good as new. Having equip macros speeds up class changing :) All ready? Off we go. Target spotted! Start the attack, followed by a "Shield Block" You can normally get 3-4 attacks before your shield arm drops, reset it when it does... That's it, remember keep your guard up at all times :)
Labels:
Blocking,
Crafting,
Disciples of the War,
Guard,
Legacy (V1),
Repairing
Monday, 15 November 2010
Final Fantasy XIV: Fishing (Finding the Sweet Spot)
You will notice that once I get a nibble, I use the "Jig" command, my remaining stamina drops a little. I then use another "Jig" command in the middle position. The stamina goes down once again, but now I am shown a message "You take in some line.", I translate this to mean I am getting close. I pick another position just to the right of the previous one, and catch the fish. Always watch your stamina bar, if it goes down in large chunks you are way off target.
Sunday, 14 November 2010
New Outposts: Wineport
Jumping from outpost to outpost I came across Wineport. A small fortified location with Eastern La Noscea, boosts a small gathering of citizens and a blacksmith forge. The local citizens talk about the local soil being particularly good for growing wine, although I was unable to find a merchant in which to purchase a bottle or two. Sadly I was unable to find any merchants in this fort that I could trade my wares.
![]() |
| New Outposts: Wineport |
Saturday, 13 November 2010
FFXIV Gathering Impressions (@Tankthat)
While search the web for various information about gathering (Disciples of the Land) experiences I came across this post: FFXIV Gathering Impressions.
The post comments on the annoying lag (server delay) you can get when harvesting throughout the land of Eorzea, and the shear randomness. I especially like the comment about harvesting ore and wood. You would think that a Disciple of the Land who trained as a Botanist would be able to tell a Oak tree from a Maple tree; or a trained Miner would be able to seek out required minerals. Although, the flip side could be certain mining veins or tree being over camped.
Perhaps a possible solution could be to create prospect skill that gives you a list of the main minerals in the mining node or tree; "This mineral vein contains 40% copper ore, 5% tin ore and other minerals"*
*And by other minerals I mean: fine sand, bone chip, elemental rock etc.
I guess this could this translate into fishing, "This fishing spot contains some black frogs...". Not quite giving the game away but giving the adventure a little information to make an informed choice.
The post comments on the annoying lag (server delay) you can get when harvesting throughout the land of Eorzea, and the shear randomness. I especially like the comment about harvesting ore and wood. You would think that a Disciple of the Land who trained as a Botanist would be able to tell a Oak tree from a Maple tree; or a trained Miner would be able to seek out required minerals. Although, the flip side could be certain mining veins or tree being over camped.
Perhaps a possible solution could be to create prospect skill that gives you a list of the main minerals in the mining node or tree; "This mineral vein contains 40% copper ore, 5% tin ore and other minerals"*
*And by other minerals I mean: fine sand, bone chip, elemental rock etc.
I guess this could this translate into fishing, "This fishing spot contains some black frogs...". Not quite giving the game away but giving the adventure a little information to make an informed choice.
![]() |
| Inspect Water, anyone? |
Friday, 12 November 2010
Fishing Locations: Aleport
So, some time back I found a nice little haunt where I can fish away without a stampede of adventures running through, causing my questionable gaming computer to lag a little. So here it is, Aleport.
This is a rank two area with random grub spawns along the beach, where you can practice your lancer skills with a fishing gig.
For some reason not quite clear to me, the zone has no non-playable characters that act as vendors even though there are three shop signs. We have a fishing guild, a woodworking guild and a cooking guild.
Hopefully, the local government will persuade some merchants to setup shop here, or maybe if the port opened up; where you could travel to a tropical island full of amazon Miqo'te and small green people with intense yellow eyes...
Anyhow, if you don't mind running around (should do by now) I recommend this for some quiet fishing, and maybe one day you can buy some extra bait from the guild when it opens, and cook your catch at the cooking guild.
This is a rank two area with random grub spawns along the beach, where you can practice your lancer skills with a fishing gig.
For some reason not quite clear to me, the zone has no non-playable characters that act as vendors even though there are three shop signs. We have a fishing guild, a woodworking guild and a cooking guild.
![]() |
| Let me in dam-it, I need more bait! |
| God dam-it, I need some synthesis support to make a bench to gut my fish. |
![]() |
| Come on in the..... oh! Its closed. |
Anyhow, if you don't mind running around (should do by now) I recommend this for some quiet fishing, and maybe one day you can buy some extra bait from the guild when it opens, and cook your catch at the cooking guild.
Labels:
Disciples of the Land,
Fishing,
Legacy (V1),
Transport (Ferry)
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