There seems to be a lot of posts lately on this subject so I will touch on some of the many ways to get rich. Before I get into the details, there are two points I want to emphasize:
1. THERE IS NO GET RICH QUICK SCHEME.
I hope this sounds familiar, because real life is the exact same way. If you want to get rich, you need to put effort into it. There are no shortcuts.
2. NO ONE IS GOING TO TELL YOU WHAT TO MAKE, SELL, OR FARM TO MAKE MONEY.
Why? Because the moment you do, the "secret recipe" is out and it's no longer something special. If everyone is selling the same thing, prices will tank and it will no longer be a ludicrous way to make money. If you're expecting a simple checklist of items to sell, this is not the guide for you.
So what exactly will this guide cover? Hopefully, it will teach you the methods on how to make gil, regardless of patch or economic situation.
Let's leave the gray moral argument aside for now. No one can deny sale runs exist because there is a demand for them. Because people want easy ways to clear content and/or guaranteed loot, this will always be a viable way to earn gil - unless, that is, SE deems it against the rules in the future.
If you want to get into the market of selling content, you need to be good enough at said content to clear with one person down for the entire fight. This generally requires high mastery of both the fight and your job. Find at least 6 other people you can sell runs with, or somehow befriend other content sellers on your server. Just be warned that if you overestimate your capabilities and you are unable to clear content reliably, your reputation will quickly plummet.
Ever since SE implemented the Challenge Log, generating a weekly allowance of gil has been a simple task; you more or less get paid to play the game. You probably already run the required number of dungeons each week just to cap tomes. Remember to commend people. Do one or two FATEs, leves, and/or guildhests each day. Go kill some random mobs with your chocobo out. Basically, just do whatever it is you enjoy doing in the game, then check the challenge log and spend 5-10 minutes each day doing the other stuff.
Map parties have always been a good way to get gil but with the introduction of Aquapolis, it has become that much better. Buy a dragonskin map off of the market board, or gather one if you can, and make a group with 7 other people. Make sure everyone has their own map to contribute and there are no freeloaders. Set a loot rule e everyone agrees on, then go crazy. After you're done, sell everything you got from the maps.
1. Do your research.
2. Do your research.
3. DO YOUR RESEARCH.
I cannot emphasize this point enough. If you want to make gil using the market board, the first thing you need to do is determine what is both valuable and in demand. Use common sense. Look at every item you can obtain, one way or another, and ask yourself, "Would I want to buy this? Would anyone else ever want to buy this? Who would want to buy this and why?" Check the sale history to see how quickly the item moves. Track the price over at least a few days to determine the price range and stability. Identify how many competitors there are. Make sure you don't want to regret entering that market if it tanks to the low end or lower.
For example, there are many low-level crafts that tend to have ridiculous profit margins because most high-end crafters don't bother with making them. However, many players also rely on those low-level crafts for quest or leve turn-ins to level their own crafters. There's a solid demand for said items but not a lot of competition. These might be good places to start.
Take everything you've ever heard about the (non-dividend) stock market and apply it here, because that's basically what item flipping is. By tracking the price of an item for a long time, you understand when it is underpriced, and you can buy it out and relist at a higher price. It's a classical "buy low, sell high" scheme, but it also requires gil to make gil.
Identify Sources of Market Shifts
Every patch will do something to upset the market and make items more or less expensive. Identifying these upsets and correctly predicting their effects is a good way to gain a lot of gil. Think about how a new feature might affect the supply or demand of an item. For example, patch 3.3 introduced crafted Ramuh weapons, and as a result Large Levin Orb prices have skyrocketed. An appropriate response might be to form a Ramuh farm party and split the profits if an orb drops. Another example is the recent relic stage. Because so many eso tomes are required for the relic, very few people are selling crafting mats that are bought with them. The eso mats are still in high demand because they are used for both the i220 combat gear and the new i190 crafting/gathering gear. As a result, prices have skyrocketed for eso mats. However, as people finish their relics, supply will again increase and prices will quickly drop.
Again, these are specific examples but the analysis process will apply to any patch in the future.
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Final Fantasy XIV is a massively multiplayer online role-playing game (MMORPG) in which the player controls a customized Adventurer avatar from one of the five playable races. Each race has two tribes, and all but two allow for the selection of male or female characters. The avatar can have their eye and hair color, facial features, and skin tone customized, and features such as birthmarks and scars can be added. Their chosen tribe, along with their chosen patron deity, affect their stats and elemental attributes. The game's opening varies depending on which starting location is chosen. Two different types of quests are available for players: story quests, which are unlocked as characters accumulate experience points (EXP) and raise their experience level while unlocking new abilities; and Levequests (leves), side quests accessed through the Adventurers' Guilds. Leves are broken down into multiple types, focusing on gathering or combat. Levequests are associated with particular non-playable characters (NPCs). As the player completes leves, they gain favor with three different factions and unlock new abilities, with rewards only coming from the NPCs within the factions who issued the quest. Gaining favor also unlocks a new type of level called Faction leves, which deplete a character's favor when completed.
Compared to Final Fantasy XI, where party-based gameplay is forefront at all times, the gameplay in XIV is adjusted so that players can go for longer periods without joining a party. There is no auto-attack option, with each action needing a manual input while an enemy is targeted. Each action uses up a stamina bar. Through defeating monsters, crafting items, and completing quests, players accumulate EXP which, when a certain threshold is reached, automatically increments the player's level. The player's level affects attributes such as HP (health/hit points), MP (magic/mana points), and the number of abilities available to them.
Under the Armory System, a character's equipped weapon or crafting tool, determines the player's character class, allowing them to switch roles at will. Some classes are associated with a particular starting point. Classes are divided into four disciplines: Disciples of War, masters of physical combat; Disciples of Magic, practitioners of the magical arts; Disciples of the Hand, crafters and handymen who synthesize and repair items; and Disciples of the Land, gatherers who collect resources from the environment. Certain abilities learned under one class may be equipped and used by other classes. The Job System (a post-launch addition) builds upon the Armoury System for Disciples of War and Magic. In exchange for restricting the range of equippable abilities from other classes, players gain access to powerful skills, magic, weapons, and armor exclusive to the Job corresponding to that class. These Jobs, based on classic Final Fantasy character jobs, are more suited to party-based combat.
Final Fantasy XIV takes place in a high fantasy setting. The main location is Eorzea, a continent on the larger planet Hydaelyn: this contrasts Final Fantasy XI which uses one name to refer to the entire world and its regions. Eorzea is broken up among three main powers: the forest nation of Gridania; the desert-based Ul'dah sultanate; and the thalassocracy of Limsa Lominsa, Eorzea's dominant maritime power. Other important locations include the scholarly city-state of Sharlayan and the Garlean Empire, a hostile northern power with highly developed technology. Five years prior to the start of the game, the Garlean Empire invaded the land of Ala Migho, but were prevented from conquering Eorzea by the attacks of the ancient dragon Midgardsomr and his dragon hordes. In response to the Empire's threat, the three nations of Eorzea reform the Grand Companies, comprehensive centers of command which combine the cities' military and economic assets. The Grand Companies attracted people from all walks of life, who take up the mantle of Adventurers.
The player character is a customizable Adventurer avatar taken from the five main races of Eorzea. The playable races are the human-like Hyur (ヒューラン Hyūran), the elf-like Elezen (エレゼン Erezen), the physically-imposing Roegadyn (ルガディン Rugadin), the diminutive Lalafell (ララフェル Raraferu), and the feline Miqo'te (ミコッテ Mikotte). Playable Roegadyn and Miqo'te are gender-locked to male and female respectively. Aside from these races are the Beastmen, tribes who worship ancient gods called the Primals, which require aether-rich crystals and whose presence damages the planet.
Beginning in one of Eorzea's three main states, the player character awakes to the Echo, a power granting them the ability to see the past. The Adventurers are initially involved in both conflicts within the nations provoked by the Garlean pretense, led by the Garlean Legatus Gaius Van Baelsar, and the Beastmen's attempts to summon their Primals and their consequent hoarding of crystal supplies. Eventually, a greater threat is brought to the attention of the nations by the Sharlayan scholar Louisoix Leveilleur: another Garlean Legatus named Nael Van Darnus is using arcane magic and technology to summon Dalamud, the planet's second moon, down on Eorzea to purge the Beastmen and Primals. With the aid of Garlean defector Cid nan Garlond, the Adventurers discover that Nael has set up a beacon for summoning Dalamud in the new fortress of Castrum Novum. While each nation makes individual attempts to storm the fortress, they are repelled. Faced with this, their leaders form a pact and unite the nations under the banner of the Eorzean Alliance.
Now united, the nations, aided by Adventurers, successfully storm Castrum Novum and destroy the beacon. Nael, insanely committed to his plan, makes himself into a second beacon. Though he is defeated by the Adventurers, Dalamud has descended too far for it to return into orbit, so Louisoix proposes a final desperate plan: to summon the Twelve, Eorzea's deities, and return Dalamud into orbit. The Adventurers pray to altars dedicated to the Twelve across the land, then rally with the armies of the Eorzean Alliance to fight Nael's legion on the Carteneau Flats, the predicted impact site of Dalamud. In the midst of the battle, Dalamud disintegrates and reveals itself to have been a prison for the Elder Primal Bahamut. Enraged after its imprisonment, Bahamut begins laying waste to Eorzea. After the attempt to summon the Twelve fails, Louisoix uses the last of his power to send the Adventurers into a time rift, separating them from the flow of time so they can return when Eorzea has recovered. Louisoix then proceeds to sacrifice himself to destroy Bahamut in a final cataclysmic battle, leaving behind a barren, scarred landscape.
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