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Traits

Cool

Cost: 4

Looks cool. Effect: Slightly raises quality or enhances effect.

Unique

Cost: 2

Looks unique. Effect: Raises quality or enhances effect a little.

Special

Cost: 7

Looks special. Effect: Somewhat raises quality or en ha nces effect.

Cute

Cost: 1

Looks cute. Effect: Slightly raises quality or enhances effect.

Creepy, but kinda cute. Effect: Raises quality or enhances effect a little.

Lovely

Cost: 6

It's got a cute-ish aura. Effect: Somewhat raises quality or enhances effect.

Aromatic

Cost: 2

A whiff of a good smell. Effect: Slightly increases synthesis success rate or enhances effects.

Smells really good. Effect: Raises synthesis success rate or effects a little.

Smells like a flower field. Effect: Somewhat raises synthesis success rate or enhances effects.

Stinky

Cost: 1

Smells raw and unpleasant. Effect: Reduces price and deterioration speed a little.

Smells acidic and dangerous. Effect: Somewhat reduces price and deterioration speed.

Giga Stink

Cost: 6

Smells indescribably bad. Effect: Reduces price and deterioration speed.

Big

Cost: 2

Bigger than usual. Effect: Slightly raises quality or enhances effects.

Monstrous

Cost: 4

Surprisingly big. Effect: Raises quality or enhances effects a little.

So ginormous, the world might end. Effect: Somewhat raises quality or en ha nces effects.

Small

Cost: 1

Smaller than usual. Effect: Slightly raises synthesis success rate but reduces quality.

Ant Size

Cost: 3

Perfect size for an ant. Effect: Raises synthesis success rate but reduces quality a little.

It's so small, you can't even see it. Effect: Somewhat raises synthesis success rate but reduces quality.

Heavy

Cost: 2

Heavier than usual. Effect: Slightly raises quality or enhances effect.

Beefy

Cost: 4

You can feel the heft in your hands. Effect: Raises quality or enhances effect a little.

Massive

Cost: 7

Heavier than anyone could imagine. Effect: Somewhat raises quality or enhances effect.

Light

Cost: 1

Lighter than usual. Slightly raises synthesis success rate but reduces quality.

Surprisingly light. Raises synthesis success rate but reduces quality a little.

Airy

Cost: 6

Unbelievably light. Somewhat raises synthesis success rate but reduces quality a little.

Energetic

Cost: 2

Stare at it to get energized. Effect: Slightly enhances effects.

Star Shape

Cost: 5

It's sta r-shaped... Effect: Enhances effects a little.

Perfectly shaped. Effect: Enhances effects a little.

Something's wrong. but what? Effect: Slightly raises synthesis success rate but decreases quality.

Too pointy for its own good. Effect: Raises synthesis success rate but decreases quality a little.

Rare Shape

Cost: 6

It seems rare. Effect: Somewhat raises synthesis success rate but decreases quality.

Price Up S

Cost: 2

Looks kind of expensive. Effect: Slightly increases selling price.

Price Up M

Cost: 5

Looks pretty expensive. Effect: Increases selling price.

Price Up L

Cost: 7

Looks very expensive. Effect: Greatly increases selling price.

Looks kind of cheap. Effect: Slightly decreases selling price.

Looks pretty cheap. Effect: Decreases selling price.

Looks cheap all around. Effect: Greatly decreases selling price.

Lasts S

Cost: 2

Perishable items last slightly longer. Effect: Decreases deterioration by 25%.

Lasts M

Cost: 5

Perishable items last longer. Effect: Decreases deterioration by 50%.

Lasts L

Cost: 7

Perishable items last a lot longer. Effect: Decreases deterioration by 75%.

Perishable items expire slightly sooner. Effect: Increases deterioration by 25%.

Perishable items expire sooner. Effect: Increases deterioration by 50%.

Perishable items expire a lot sooner. Effect: Increases deterioration by 75%.

Quality S

Cost: 1

Increases quality during synthesis. Effect: Increases item quality by 20%.

Quality M

Cost: 4

Increases quality during synthesis. Effect: Increases item quality by 30%.

Quality L

Cost: 6

Increases quality during synthesis. Effect: Increases item quality by 50%.

Decreases quality during synthesis. Effect: Decreases item quality by 10%.

Decreases quality during synthesis. Effect: Decreases item quality by 20%.

Decreases quality during synthesis. Effect: Decreases item quality by 30%.

Slightly increases effect. Effect: Increases item's power by 10%.

Increases effect. Effect: Increases item's power by 20%.

Greatly increases effect. Effect: Increases item's power by 30%.

Slightly decreases effect. Effect: Decreases item's power by 10%.

Decreases effect. Effect: Decreases item's power by 20%.

Greatly decreases effect. Effect: Decreases item's power by 30%.

Slight chance of enhanced performance. Effect: 25% chance of critical hit.

Chance of enhanced performance. Effect: 35% chance of critical hit.

Great chance of enhanced performance. Effect: 50% chance of critical hit.

Stable S

Cost: 3

Slightly stabilizes. Effect: Restricts random number range by 30%.

Stable M

Cost: 5

Stabilizing. Effect: Restricts random number range by 50%.

Stable L

Cost: 8

Greatly stabilizes. Effect: Restricts random number range by 70%.

Judgment S

Cost: 3

Slightly increases success rate. Effect: Increases chance of success by 10%.

Judgment M

Cost: 5

Increases success rate. Effect: Increases chance of success by 20%.

Judgment L

Cost: 8

Greatly increases success rate. Effect: Increases chance of success by 40%.

Simple S

Cost: 3

Slightly easier synthesis. Effect: Increases success rate by 10%, but decreases quality.

Simple M

Cost: 6

Easier synthesis. Effect: Increases success rate by 25%, but decreases quality.

Simple L

Cost: 8

Much easier synthesis. Effect: Increases success rate by 50%, but decreases quality.

Complex S

Cost: 1

Difficult to use. Effect: Slightly reduces base price.

Complex M

Cost: 4

Difficult to use. Effect: Somewhat reduces base price.

Complex L

Cost: 7

Difficult to use. Effect: Reduces base price.

Living

Cost: 5

Auto-activates in crisis. Effect: Item traits activate if Totori's HP is below 20%.

Items:

Lively

Cost: 8

Auto-activates when HP drop. Effect: Item traits activate if Totori's HP is below 30%.

Pepped Up

Cost: 10

Auto-activates when HP drop to half. Effect: Item traits activate it Totori's HP is below 50%.

Advanced

Cost: 8

For advanced aIchemists. Effect: Decreases success rate by 10%, but deterioration rate becomes 0.

For master alchemists. Effect: Decreases success rate by 30%, but quality greatly increases.

Pro Favorite

Cost: 10

For professionals. Effect: Decreases success rate by 75%, but gain 3 more uses.

For amateur alchemists. Effect: Increases success rate by 10% and deterioration rate becomes 0.

For beginner aIchemists. Effect: Increases success rate by 30% and greatly increases quality.

Kid Friendly

Cost: 10

So easy, even kids can do it. Effect: Increases success rate by 50% and gain 1 more use.

Usage +1

Cost: 6

Raises the number of uses by 1. This has no effect on items that consume quaIity per use.

Usage +2

Cost: 10

Raises the number of uses by 2. This has no effect on items that consume quality per use.

HP +10

Cost: 3

Allows armor to increase HP. Effect: Increases Max HP by 10.

HP +20

Cost: 6

Allows armor to increase HP. Effect: Increases Max HP by 20.

HP +30

Cost: 10

Allows armor to increase HP. Effect: Increases Max HP by 30.

MP +10

Cost: 2

Allows armor to increase MP. Effect: Increases Max MP by 10.

MP +20

Cost: 5

Allows armor to increase MP. Effect: Increases Max MP by 20.

MP +30

Cost: 9

Allows armor to increase MP. Effect: Increases Max MP by 30.

LP +10

Cost: 1

Allows armor to increase LP. Effect: Increases Max LP by 10.

LP +20

Cost: 4

Allows armor to increase LP. Effect: Increases Max LP by 20.

LP +30

Cost: 8

Allows armor to increase LP. Effect: Increases Max LP by 30.

Attack +3

Cost: 3

Increases weapon's attack power. Effect: Increases ATK by 3.

Attack +5

Cost: 6

Increases weapon's attack power. Effect: Increases ATK by 5.

Attack +10

Cost: 10

Increases weapon's attack power. Effect: Increases ATK by 10.

Defense +3

Cost: 2

Increases armor's defensive power. Effect: Increases DEF by 3.

Defense +5

Cost: 5

Increases armor's defensive power. Effect: Increases DEF by 5.

Increases armor's defensive power. Effect: Increases DEF by 10.

Speed +3

Cost: 1

Increases accessory's speed. Effect: Increases SPD by 3.

Speed +5

Cost: 4

Increases accessory's speed. Effect: Increases SPD by 5.

Speed +10

Cost: 8

Increases accessory's speed. Effect: Increases SPD by 10.

Lowers MP consumption. Effect: Decreases MP consumption for skills by 10%.

Lowers MP consumption. Effect: Decreases MP consumption for skills by 20%.

Lowers MP consumption. Effect: Decreases MP consumption for skills by 30%.

Skill +10%

Cost: 3

Increases power of skills. Effect: Skill power increases 10%.

Skill +20%

Cost: 6

Increases power of skills. Effect: Skill power increases 20%.

Skill +30%

Cost: 10

Increases power of skills. Effect: Skill power increases 30%.

Adds Fire element to weapons. Attacks deal additional Fire damage.

Adds Ice element to weapons. Attacks deal additional Ice damage.

Adds Earth element to weapons. Attacks deal additional Earth damage.

Adds Lightning element to weapons. Attacks deal additional Lightning damage.

Puni Repel

Cost: 2

Effective on Punis. Effect: 100% critical hits against Punis.

Effective on animals. Effect: 100% critical hits against animals.

Dragon Repel

Cost: 10

Effective on dragons. Effect: 100% critical hits against dragons.

Effective on beasts. Effect: 100% critical hits against large beasts.

Effective on ghosts. Effect: 100% critical hits against ghosts.

Effective on Demons. Effect: 100% critical hits against Demons.

Weapons can inflict Poison. Effect: Chance to inflict Poison status with attacks.

Weapons can inflict Sleep. Effect: Chance to inflict Sleep status with attacks.

Weapons can inflict Curse. Effect: Chance to inflict Curse status with attacks.

Weapons can inflict Blind. Effect: Chance to inflict Blind status with attacks.

Weapons can inflict Paralysis. Effect: Chance to inflict Paralysis status with attacks.

Boost all stats with accessories. Effect: Increases all parameters by 3.

Boost all stats with accessories. Effect: Increases all parameters by 5.

Boost all stats with accessories. Effect: Increases all parameters by 10.

Gives a weapon vampiric properties. Effect: Absorb 5% of damage dealt with regular attacks.

Gives a weapon vampiric properties. Effect: Absorb 10% of damage dealt with regular attacks.

Gives a weapon vampiric properties. Effect: Absorb 15% of damage dealt with regular attacks.

Armor reduces Fire damage. Effect: Reduces Fire damage by 15%.

Fire Cloak

Cost: 9

Armor reduces Fire damage. Effect: Reduces Fire damage by 25%.

Ice Dampen

Cost: 4

Armor reduces Ice damage. Effect: Reduces Ice damage by 15%.

Ice Cloak

Cost: 9

Armor reduces Ice damage. Effect: Reduces Ice damage by 25%.

Armor reduces Lightning damage. Effect: Reduces Lightning damage by 15%.

Armor reduces Lightning damage. Effect: Reduces Lightning damage by 25%

Armor reduces Earth damage. Effect: Reduces Earth damage by 15%.

Earth Cloak

Cost: 10

Armor reduces Earth damage. Effect: Reduces Earth damage by 25%.

The higher the item rank, the more powerful it becomes. Items receive a bonus of Item Rank x5%.

The higher the item rank, the more powerful it becomes. Items receive a bonus of Item Rank x10%.

The higher the item rank, the more powerful it becomes. Items receive a bonus of Item Rank x15%.

Raises an item's power based on its effects. Items receive a bonus of (Total Item Effect Level ) .

Raises an item's power based on its effects. Items receive a bonus of (Total Item Effect Level )x2%.

Raises an item's power based on its effects. Items receive a bonus of (Total Item Effect Level)x3%.

Raises item's ranged effect. The more targets, the better. (Targets in range)x5% bonus added.

Raises item's ranged effect. The more targets, the better. (Targets in range)x10% bonus added.

Raises item's ranged effect. The more targets, the better. (Targets in range)x15% bonus added.

Raises item's ranged effect. The fewer targets, the better. (20 / (Targets in range))% bonus will be added.

Raises item's ranged effect. The fewer targets, the better. (40 / (Targets in range))% bonus will be added.

Raises item's ranged effect. The fewer targets, the better. (60 / (Targets in range))% bonus will be added.

Higher effect when on its last use. 25% boost when you have only 1 use left.

Higher effect when on its last use. 50% boost when you have only 1 use left.

Raises item effect against large enemies. A bonus of (Monster Size)x5% will be added.

Raises item effect against large enemies. A bonus of (Monster Size)x10% will be added.

Raises item effect against small enemies. A bonus of (30 / (Monster Size))% will be added.

Raises item effect against small enemies. A bonus of (60 / (Monster Size))% will be added.

The sharp spikes of the Nuse. Deals slight non-elemental damage.

Items:

Gases found in Fuel Dirt. Deals additional Fire damage.

Items:

Poison extracted from a Poison Gland. Chance of poisoning enemy.

A mysterious power found in Pendelooks. Absorbs target's abilities.

Items:

The Sea Puddle property which explodes on contact. Deals a powerful Fire damage.

The energy-absorbing property of Black Runestones. Temporarily absorbs ATK.

The property of Tar Fruit that dissolves anything. Reduces DEF.

Items:

Effect of the Chainweb. Reduces SPD.

Items:

Property of Edge Aloe. Deals extra non-elemental damage.

Items:

A property of the World Spirit. Deals extreme non-elemental damage.

A property of Metal Ore. Raises attack power but decreases speed of equipment.

Items:

A property of Audra's Tail. Raises defense power of equipment.

A property of the Distill Stone. Raises speed of equipment.

A property of the Sunny Crystal. Allows equipment to deal and resist Fire damage.

A property of the Snow Stone. Allows equipment to deal and resist Ice damage.

A property of the Quake Crystal. Allows equipment to deal and resist Lightning damage.

A property of the Gravistone. Allows equipment to deal and resist Earth damage.

A property of the Wispstone. Allows equipment to reduce the damage sustained.

Items:

A property of the Dragon Scale. Allows equipment to regenerate HP and resist Poison.

A property of Mandra Root. Heals some HP.

A property of the Moonlight Flower. Greatly heals HP.

This Behemoth Heart effect revives and heals some HP.

Main property of the Bless Stone. Heals some LP.

A Seahorse effect. Temporarily raises ATK in battle.

Items:

Stone Lizard's meat. Temporarily raises DEF in battle.

Rejuvenating essence of Cryptobotany. Restores some HP each turn.

Dizzy Cap spore powder. Heals Sleep status and restores some MP.

Medicinal property of Sage Herb. Heals all status ailments.

Items:

Property of Forest Dew that revives a KO'ed ally.