As soon as you hit level ten, you will be able to go to a nearby city and unlock every crafting/gathering class, which may be employed by, equipping its particular instrument, much like your combat class. You're not limited to the number of collecting and crafting classes you can learn Final Fantasy XIV Gil, and they all share seperate experience development.
Crafting itself isn't just "click to make this with X ingredients" either. You can perform a sort of mini-game together with you abilities to make your thing - the aim is to successfully craft the item, with the highest possible prospect of it becoming a high excellent item, also without breaking it that results in a reduction of materials. As we mentioned above, higher quality items reward dual expertise, but they also give off better stats than their normal counterparts.
Each crafting course has its own group skills: they do things like increase the sturdiness of a product, increase an activity's success rate and increase the quality; some give more quality, but at a reduced success chance. Keeping in mind that a few of these actions reduce a things durability, almost all also consume a resource called CP. Just like battle courses, you could even borrow some abilities from other crafting courses as soon as you've unlocked them.
Overall, it is a juggle between managing your CP, item durability, and crafting advancement.
Gathering is quite similar. There are three available: Miners extract minerals from gems, Botanists harvest plants and wood, whereas Fisher's naturally reel in fish. You may use your skills to hunt out and find hidden nodes to harvest whatever ffxiv gil buy is you're gathering. As CP was a resource to crafters, GP is a collect's source, which is spent on raising the chance of harvesting premium quality materials. Gathering classes also include some cool skills - an example would be the Miner/Botanist capability to stealth past enemies so as to get to dangerous high-risk nodes.