Retainer ventures in Final Fantasy XIV are steady passive income and resource machines if you use them right. I’ve played this system for years, and in my experience a few simple habits multiply gil and materials more than frantic market shopping ever will.
Your retainers work while you’re doing other things. Send them on Quick Ventures (about 1 hour) or Field Explorations (roughly 18–24 hours) and they’ll return with drops, crafting mats, sometimes a minion or two, and gil. Yes, it’s that straightforward — but there are tricks I’ll explain (and why they matter).
Getting started
Hire retainers from the Retainer Vocate in major cities. New players usually get their first retainer free; extra retainers depend on account options and store purchases (check your Mog Station settings if you want more). I’ve noticed many people ignore retainer job choice — don’t. Assign a class you’ve actually leveled; retainers only use gear unlocked for that class.
Short tip: start with one combat-type and one gatherer. Combat brings monster drops and occasional rare items. Gathering brings ores, logs, fish. Why both? Because markets swing fast and you want flexibility (this doesn’t always work if your server economy is weird).
Venture types — quick facts
- Quick Venture: ~1 hour. Fast, RNG-heavy rewards.
- Field Exploration: ~18–24 hours. More predictable, focused by region.
- Hunting/Mining ventures: ~40–60 minutes. Narrow rewards for material farming.
Which should you use? Ask yourself: do you log in often? If yes, Quick Ventures can beat waiting. If your playtime is sparse, Field Explorations are safer. Sounds obvious, but people still pick wrong because of FOMO.
| Type | Duration | Best when you… |
|---|---|---|
| Quick | 1 hour | check in multiple times daily |
| Field | 18–24 hours | have long offline stretches |
| Hunt/Mine | 40–60 min | need specific materials |
Combat retainer setup
Retainer success leans on item level and the retainer’s primary stat for that class. That means weapons matter most. Upgrade the weapon first, then chest, then legs — weapons give the biggest jump in returns. Also: retainers can only equip what you’ve unlocked for that class. So level the class yourself if you want better retainer gear.
“Weapons first, then armor. I promise — change one thing and you’ll notice the results.”
Recommended approach (by priority):
- Weapon
- Chest
- Legs/Head
- Accessories
Gathering retainers — what to focus on
Gatherers care about Gathering and Perception more than raw item level. Sometimes lower item level gear with higher gathering stats is the smarter buy. Use HQ gear and food buffs when possible; they close gaps and unlock higher-tier ventures (and yes, food costs often pay off in the first week).
Here’s a rule of thumb: meet minimum stat thresholds for the venture tier before optimizing. It sounds dull, but it’s the fastest way to stop failed ventures.
Costs, tokens, and gil management (as of 2025-11-26)
Ventures use Venture Tokens. Cost per mission can vary by venture type and by changes Square Enix makes in patches, so check patch notes. Common token sources include Grand Company exchanges, beast tribe vendors, hunt rewards, and the Market Board (buying tokens directly is sometimes possible). Grand Company exchanges are often efficient if you’re doing company missions anyway.
Calculate ROI: Quick Ventures give more volatility and occasional huge wins; Field Explorations are lower variance. Track what your retainers bring back for two weeks and you’ll spot patterns — don’t trust memory alone.
| Source | When to use |
|---|---|
| Grand Company seals | Good if you already grind seals |
| Hunt/Allied seals | Use if you farm hunts |
| Market Board | Fast but can be expensive |
Advanced tips (I’ll be blunt)
Retainer happiness? Players argue about it. Honestly, small habits like checking them daily and equipping decent gear seem to help long-term yields — but there are exceptions (depends on your server and luck). Timing matters: switch to Field before long logouts. Use Quick during play sessions. That hybrid method works extremely well for me.
Here’s a checklist you’ll actually use:
- Monitor market prices for venture drops.
- Match venture types to your schedule.
- Upgrade weapons first for combat retainers.
- Use HQ gatherer gear and food when needed.
- Track returns weekly.
Controversial take: spending large gil on token purchases from the Market Board to run endless Quick Ventures is usually a waste unless you’re actively flipping the market. Some players will disagree — and that’s fine.
Rotation example
Morning: send Quick Ventures (1 hr)
Daytime: repeat when you log in
Night: Quick cycles
Before sleep: switch to Field Exploration (18+ hrs)
Analogy time: think of retainers like a small crafting workshop that runs while you sleep — sometimes it churns out a masterpiece, often it produces useful parts. That randomness is useful; you just want to tilt the odds in your favor.
Unexpected insight: on 2025-02-14 I noticed a pattern — Quick Ventures returned more market-sellable materials during patch-week price spikes than Field Explorations did. Counterintuitive, but true on my server (your mileage will vary!).
Final practical note (yes, one more): consistency beats perfection. Check weekly, adjust for market swings, and don’t overcomplicate. Your retainers will compound gains over time if you give them basic care — and they’ll free you to enjoy the game.
— Mira, retainer veteran (I tinker with ventures too much, to be fair).