Theory About Synergy’s Future in FFXI
I was reading through the Synergy discussion thread over on the BlueGartrLS forum, and came across some rather intriguing posts. While I will not post them here, I would like to further this theory about the future of Synergy in Final Fantasy XI.
While the current state of Synergy is not up to the standards of some, I have come to embrace what I believe to be a rather interesting crafting system. While I hope that future recipes available for Synergy do not solely revolve around the end-game crowd in regards to what is available, I know that this will be the largest set of players who will either make or break the system. So how does SquareEnix get the end-game crowd involved in Synergy?
With the introduction of the Fields of Valor content, SE also introduced augmented equipment, which was going to give players more variety in the gear they equipped. However, initial reaction was poor to the system, as the chaotic nature of the random number generator behind the system, would give weird results to most players. I believe I remember reading on the BlueGartrLS forums, where one user tried augmenting a Scorpion Harness, and received an Evasion -5 augment. With the addition of the add-on scenario packs, players were given the ability to augment the final reward equipment piece from a list of specific augments. So now the players had more control over the augments, but the original chaos still exists in the normal augment system. I tried the Chapter 1 Elite training boss in Tahrongi Canyon, Allocamelus, trading an Uchigatana, and got Str-1…
We know that SE has still not implemented the final updates to the Wings of the Goddess storyline, as well as the end-game content for this expansion, similar to the sky and seas zones. Speculation of course runs rampant where this content will be, and what Notorious Monsters will be there for the killing. So how does Synergy play into this content?
So let’s say SE is going to use Synergy as the basis for the reward system in the new end-game content. Let that sink in for a little bit, and really think about what this means for end-game equipment. Without going into too much detail on specific area’s, I present an example to whet your appetite.
So let’s say the new major end-game area is the “Walk of Echoes” area that’s been hinted at, and maybe the original Tavnazia as the new major city area akin to Aht Urghan Whitegate. So what if the regular notorious monsters in the new areas drop items that can be used in synergy, as well as some general evoliths from hunts. And what if HNM level monsters in the new areas, dropped items that can be used in synergy, as well as some good, but generic equipment for specific job combos. For example, the Chaos Lord drops Chaos Armor for WAR/DRG/PLD/DRK which gives Str+10, Haste +5%, Vit+10. Now for most of ya’ll looking at this, this particular item may not be what your expecting from end-game equipment. However, what if by taking the items Chaos Fire, Echo Ore, Adaman Sheet x2, and your Chaos Armor, you can synergy the Dark Chaos Armor for the same jobs, which now gives Str +20, Vit +18, Haste +10%, Accuracy +10, and Resist Silence increase! Or by taking the same Chaos Armor, Adaman Sheet x3, and Dark Water, you can synergize the Lunar Chaos Armor for the same jobs, which gives Str +18, Vit +20, Haste +8%, Enmity +10, HP +20%, and Night: Dex +15. So see, one piece of end-game equipment, that now has several possibilities, as well as the current way to desynergize back into the base piece using one of the Aptant’s. And this would apply to all job combo type armor, or maybe even job specific armor, which could lead to some unique equipment pieces for players to use.
In addition, you can etch these items and add evolith to them to change the equipment even more. Maybe give that Dark Chaos Armor the Str+5, Vit+5, and Accuracy +5, or maybe give it an HP+10% evolith. The combinations for the new end-game equipment become almost infinite, and could lead to some interesting player choices. So for example, maybe a SMN who casts Diabolos a lot, could add some Dark Magic +10 evolith to their equipment, or a SMN who casts Garuda a bunch will want to add some Wind Magic +10 evolith. This helps to specialize the equipment to how the player wants to play the game, while giving them the attributes that will help them and their linkshell.
So thats the basis of the theory, and I truly believe it will lead to some unique equipment choices for players. So comment, propose your own theories, or whatever.

I know everyone who has tried it has been very disappointed in it. I assumed it was some sort of crafting equipment that allowed multiple crafters to party in order to make an item. The actual synergy reality is not what I expected, and I’m not so sure I like it.