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For Miners, Botanists, and Fishers

The FFXIV gathering guide

Everything a gatherer needs, from your first pickaxe swing to camping a legendary node in the rain. Current through Dawntrail. Pick a topic, or read the basics below.

Guide topics

New to gathering? Start here

The Disciples of the Land

Gatherers are the Disciples of the Land. The three jobs pull raw materials out of Eorzea, and crafters turn them into everything else.

  • Miner (MIN) works ore, stone, gems, and fossils out of rocky nodes. Its mats go to Blacksmith, Armorer, and Goldsmith.
  • Botanist (BTN) harvests logs, plants, produce, and fiber. Those feed Carpenter, Weaver, Culinarian, and Alchemist.
  • Fisher (FSH) catches fish and sea life by rod or spear, mostly for Culinarian and Alchemist.

All three also pull the elemental shards, crystals, and clusters that nearly every recipe needs.

Unlocking a gatherer

Reach level 10 on any combat class and visit the guild. There's no main-story requirement.

  • Miner: Miners' Guild, Ul'dah (Steps of Thal).
  • Botanist: Botanists' Guild, Old Gridania (the Greatloam Growery).
  • Fisher: Fishermen's Guild, Limsa Lominsa (Lower Decks).

Gathering jobs share their armor and accessories, so only the tools differ. Once you have one gear set, swapping between them is cheap.

The three stats

  • Gathering sets your success rate and how many items you pull per swing. Aim for 100% on whatever you're farming.
  • Perception raises your Gatherer's Boon chance (a bonus item, like a crit) and how high you can push a collectable's rating.
  • GP (Gathering Points) is the fuel for your abilities. It refills over time, and Miner and Botanist get a little back on every successful swing.

One thing that trips up returning players: HQ gathered materials went away in Endwalker. Everything you gather is normal quality now, and collectables took over the quality turn-in role.

How gathering actually works

Walk up to a sparkling node, pick an item (it shows your success % and boon chance), and swing. Each attempt spends one point of Integrity.

  • Normal nodes give you 4 attempts. Timed nodes give you 6.
  • Spend GP on boosts (extra yield, higher success, collectability) before it runs out.
  • At 0 Integrity the node is spent and disappears.

Your Gathering Log tracks what you can gather and roughly where, and it gives you a little XP the first time you find something new. Truth of Mountains and Truth of Forests, learned at level 46 and always on, are what let you see the timed nodes.