Final Fantasy XIV’s crafting and gathering endgame is a second game hiding inside an MMOMMO. Massively Multiplayer Online — a game that hosts very large numbers of players together in one shared, persistent world. — a stat-breakpoint, rotation-macro, market-reading economy that runs on its own gear ladder. The Dawntrail cycle (patch 7.5) has settled into its current shape: i750 tools and gear, 4-star recipes with 70/35-durability splits, and a gathering breakpoint table that decides which rotations are even legal for your stats. This is the systems guide to that endgame — the numbers, the macros’ logic, and the loops that pay for the whole enterprise.

What it covers: Current DoH endgame craft types and stat requirements, DoL node breakpoints and rotation logic, the collectability system (both directions — scrips and aethersands), and relic tool effects. Why it matters: Every gil-per-hour decision in the 7.5 cycle comes down to breakpoints — knowing your exact stat tier tells you which macros and which node bonuses are available to you. Who should pick this: Level-100 crafters and gatherers gearing into i750, and scrip farmers optimizing toward raid-tier materia and gear.


The DoH endgame: what you are crafting

The 7.5 cycle’s crafting content splits into four star-tiers with two durability classes each:

Craft classExamplesWhy it matters
4-star, 70 durabilityRaid gear, raid food, potionsThe gil engine — raid-tier consumables sell all patch
4-star, 35 durabilityIntermediate materials for raid gearThe supply chain for the above
3-star, 70 durabilityDoH/DoL gear itself (i750 crafting tools/armor)Crafting gear to craft better — the compounding loop
3-star, 35 durabilityIntermediate materials (Craftsman’s Tri-solution, Desert Lapis)Same supply-chain role, one tier down

The stat requirements for the current 4-star crafts sit around 5,780–5,812 craftsmanship, ~5,461 control (high tier), and 649 CP after buffs — with high-tier meldsets eating less HQ material than mid-tier (~5,083 control) or budget sets. Every macro published for the cycle assumes those stat tiers before food and potion buffs: the standard stack is All i Pebre food plus Cunning Craftsman’s Tisane for gear crafts, while consumable macros can go foodless on high-tier stats. Budget sets can still complete the crafts — they just buy the difference in HQ materials, which is the actual economic trade: materia for materials, price your gil accordingly.

Two structural notes for anyone returning from earlier patches. First, scrip farming has dedicated one-button macros now (purple and orange scrip tiers for unmelded, mid, and high sets) — the recommended orange-scrip craft rotates but favors recipes with few material inputs. Second, Specialist bonuses still exist — one-button potion macros in particular assume Specialist on the crafting class you spam.

The DoL endgame: breakpoints before everything

Gathering at endgame is a breakpoint game. The current legendary nodes expose four bonuses, and your stats decide which ones are even visible:

BreakpointStat requirement (current nodes)Effect
Boon~5,090 PerceptionGuaranteed 30% bonus-item chance on the node
Yield +1/+2/+35,400 / 5,643 / 5,886 GatheringExtra items per hit (+2 and +3 are hidden — the node still displays the +1 number)
Integrity +1/+2960 / 990 GPExtra swings per node (960 visible, 990 hidden)
Bountiful Yield +2~5,116 GatheringImproves the yield skill’s payout

The rotation logic that follows from this: you cannot hit every breakpoint, so every published rotation is a choice among them. The high-tier playbook on a yield-bonus node runs Mountaineer’s Gift II → Bountiful Yield II → Nald’thal’s Tidings → King’s Yield II, with Solid Reason restoring integrity mid-node — good for ~47–51 items per node with food (Stuffed Peppers for perception tiers, Nasi Goreng when GP is the binding constraint). The general discipline is GP management: never idle at cap, keep cordials cycling, and treat the Revisit proc (8% chance to instantly refill the node) as the bonus it is rather than a plan.

Collectability: the two-way conversion system

The collectable system is where gathering meets the crafting economy, and it runs in both directions.

Scrip direction: gather collectables from unspoiled/legendary nodes, rate them with Scour / Brazen Prospector / Meticulous Prospector (boosted by Scrutiny, Collector’s Focus, and Priming Touch), and trade the results to Rowena’s Splendors for purple and orange scrips — which buy materia, gear, and folklore tomes. Target ratings: 600 suffices for quests and custom deliveries; 1000 is what the scrip economy actually pays for. The endgame rotation costs ~1,000 GP when full (an 800/900 GP variant uses Priming Touch placement), and a low-stat path exists for fresh level-100s.

Aethersand direction: ephemeral node collectables feed Aetherial Reduction, which breaks them into the aethersands, crystals, and clusters that endgame recipes consume. The rule that saves the most GP in the whole system: aim for 400 or 1000 collectability — nothing in between. Below 400 there is no chance at sands; above 400 the per-100-point increments are marginal, and at 1000 you unlock the bonus window for up to 10 sands per item. Fishing runs its own version — Collect is a stance, and size is the rating.

The tools that bend the rules

  • Cosmic Tools (level 100 relic) and Splendorous Tools (level 90 relic) both carry the effect that defines collectable farming: +20% chance to trigger Collector’s Intuition when gathering collectables. The i90 tools remain relevant at level 100 for everything except the newest nodes and Cosmic Exploration.
  • Folklore tomes gate every endgame node family — budget scrips for the current expansion’s books before optimizing anything else, because the books are the access tier.
  • Custom deliveries remain the gentlest weekly scrip/XP loop and the source of the gil-adjacent “Honest Gillionaire” achievements.

The loop that funds it all

Assemble the systems and the 7.5 endgame reads as one cycle: scrips buy folklore and materia → materia hits gear breakpoints → breakpoints unlock yield rotations → raw materials flow to crafters → 4-star macros convert materials to raid consumables → raid demand prices the output → gil buys the next tier’s materia. Every gil-making guide in the game is a variation on where you plug into that cycle.

The patch cadence note: the DoH/DoL meta re-prices at every major patch (7.4’s sets were current through late 2025; 7.5’s review landed May 2026) — the breakpoints and macro numbers in this piece are the 7.5-cycle set, and the material strategy outlives any single patch’s numbers.

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