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FFXIV gathering: efficiency & gil

Doubling up node windows, passive retainer income, and which materials actually sell.

Two nodes, one window

An unspoiled or legendary window runs about two Eorzea hours — roughly six real minutes — which is long enough to clear more than one node. Plan a short route: hit the first node, then mount straight to a second timed node sharing the window (or a regular node nearby) before the clock runs out. Fieldcraft's countdowns are built for exactly this — line up which windows overlap so you're never standing around waiting on one.

Retainers: gathering while you're logged off

Your retainers can gather for you. Assign one to Miner, Botanist, or Fisher (up to your own level in that job), hand it a tool, and send it on gathering ventures — it comes back with materials whether or not you're online. It's the most reliable passive income a gatherer has.

  • A retainer's Gathering stat only has to clear the minimum an item asks for; past that it does nothing for quantity.
  • Perception is the stat that matters — on targeted ventures it drives how many items the retainer brings back each run.
  • Ventures open up a little after the level-17 story beat; a spare set of scrip gear is plenty to kit out a gatherer retainer.

What's actually worth gathering

Gil follows demand, and demand follows crafters. The evergreen earners:

  • Scrips into materia and gear — turn Purple and Orange scrips into the melds and cap gear that crafters and gatherers re-buy every tier.
  • Aethersand from ephemeral reduction feeds master-recipe crafting, so it sells steadily instead of spiking and crashing.
  • Current timed mats spike hardest the week a patch drops and everyone is leveling crafters — that first window is where the money is.

Chase the new-content spike, then let retainers grind the steady stuff in the background.

More of the gathering guide