Traits
Cool
Cost 4Looks cool. Effect: Slightly raises quality or enhances effect.
Unique
Cost 2Looks unique. Effect: Raises quality or enhances effect a little.
Special
Cost 7Looks special. Effect: Somewhat raises quality or en ha nces effect.
Cute
Cost 1Looks cute. Effect: Slightly raises quality or enhances effect.
Creepy Cute
Cost 3Creepy, but kinda cute. Effect: Raises quality or enhances effect a little.
Lovely
Cost 6It's got a cute-ish aura. Effect: Somewhat raises quality or enhances effect.
Aromatic
Cost 2A whiff of a good smell. Effect: Slightly increases synthesis success rate or enhances effects.
Very Aromatic
Cost 4Smells really good. Effect: Raises synthesis success rate or effects a little.
Floral Scent
Cost 7Smells like a flower field. Effect: Somewhat raises synthesis success rate or enhances effects.
Stinky
Cost 1Smells raw and unpleasant. Effect: Reduces price and deterioration speed a little.
Very Stinky
Cost 3Smells acidic and dangerous. Effect: Somewhat reduces price and deterioration speed.
Giga Stink
Cost 6Smells indescribably bad. Effect: Reduces price and deterioration speed.
Big
Cost 2Bigger than usual. Effect: Slightly raises quality or enhances effects.
Monstrous
Cost 4Surprisingly big. Effect: Raises quality or enhances effects a little.
Apocalyptic
Cost 7So ginormous, the world might end. Effect: Somewhat raises quality or en ha nces effects.
Small
Cost 1Smaller than usual. Effect: Slightly raises synthesis success rate but reduces quality.
Ant Size
Cost 3Perfect size for an ant. Effect: Raises synthesis success rate but reduces quality a little.
Almost Invisible
Cost 6It's so small, you can't even see it. Effect: Somewhat raises synthesis success rate but reduces quality.
Heavy
Cost 2Heavier than usual. Effect: Slightly raises quality or enhances effect.
Beefy
Cost 4You can feel the heft in your hands. Effect: Raises quality or enhances effect a little.
Massive
Cost 7Heavier than anyone could imagine. Effect: Somewhat raises quality or enhances effect.
Light
Cost 1Lighter than usual. Slightly raises synthesis success rate but reduces quality.
Surprisingly Light
Cost 3Surprisingly light. Raises synthesis success rate but reduces quality a little.
Airy
Cost 6Unbelievably light. Somewhat raises synthesis success rate but reduces quality a little.
Energetic
Cost 2Stare at it to get energized. Effect: Slightly enhances effects.
Star Shape
Cost 5It's sta r-shaped... Effect: Enhances effects a little.
Perfect Form
Cost 7Perfectly shaped. Effect: Enhances effects a little.
Weird Shape
Cost 1Something's wrong. but what? Effect: Slightly raises synthesis success rate but decreases quality.
Pointy Shape
Cost 4Too pointy for its own good. Effect: Raises synthesis success rate but decreases quality a little.
Rare Shape
Cost 6It seems rare. Effect: Somewhat raises synthesis success rate but decreases quality.
Price Up S
Cost 2Looks kind of expensive. Effect: Slightly increases selling price.
Price Up M
Cost 5Looks pretty expensive. Effect: Increases selling price.
Price Up L
Cost 7Looks very expensive. Effect: Greatly increases selling price.
Price Down S
Cost 1Looks kind of cheap. Effect: Slightly decreases selling price.
Price Down M
Cost 4Looks pretty cheap. Effect: Decreases selling price.
Price Down L
Cost 6Looks cheap all around. Effect: Greatly decreases selling price.
Lasts S
Cost 2Perishable items last slightly longer. Effect: Decreases deterioration by 25%.
Lasts M
Cost 5Perishable items last longer. Effect: Decreases deterioration by 50%.
Lasts L
Cost 7Perishable items last a lot longer. Effect: Decreases deterioration by 75%.
Perishable S
Cost 1Perishable items expire slightly sooner. Effect: Increases deterioration by 25%.
Perishable M
Cost 4Perishable items expire sooner. Effect: Increases deterioration by 50%.
Perishable L
Cost 6Perishable items expire a lot sooner. Effect: Increases deterioration by 75%.
Quality S
Cost 1Increases quality during synthesis. Effect: Increases item quality by 20%.
Quality M
Cost 4Increases quality during synthesis. Effect: Increases item quality by 30%.
Quality L
Cost 6Increases quality during synthesis. Effect: Increases item quality by 50%.
Bad Quality S
Cost 2Decreases quality during synthesis. Effect: Decreases item quality by 10%.
Bad Quality M
Cost 5Decreases quality during synthesis. Effect: Decreases item quality by 20%.
Bad Quality L
Cost 7Decreases quality during synthesis. Effect: Decreases item quality by 30%.
Boost Effect S
Cost 1Slightly increases effect. Effect: Increases item's power by 10%.
Boost Effect M
Cost 4Increases effect. Effect: Increases item's power by 20%.
Boost Effect L
Cost 8Greatly increases effect. Effect: Increases item's power by 30%.
Reduce Effect S
Cost 2Slightly decreases effect. Effect: Decreases item's power by 10%.
Reduce Effect M
Cost 5Decreases effect. Effect: Decreases item's power by 20%.
Reduce Effect L
Cost 8Greatly decreases effect. Effect: Decreases item's power by 30%.
Satisfying S
Cost 3Slight chance of enhanced performance. Effect: 25% chance of critical hit.
Satisfying M
Cost 5Chance of enhanced performance. Effect: 35% chance of critical hit.
Satisfying L
Cost 8Great chance of enhanced performance. Effect: 50% chance of critical hit.
Stable S
Cost 3Slightly stabilizes. Effect: Restricts random number range by 30%.
Stable M
Cost 5Stabilizing. Effect: Restricts random number range by 50%.
Stable L
Cost 8Greatly stabilizes. Effect: Restricts random number range by 70%.
Judgment S
Cost 3Slightly increases success rate. Effect: Increases chance of success by 10%.
Judgment M
Cost 5Increases success rate. Effect: Increases chance of success by 20%.
Judgment L
Cost 8Greatly increases success rate. Effect: Increases chance of success by 40%.
Simple S
Cost 3Slightly easier synthesis. Effect: Increases success rate by 10%, but decreases quality.
Simple M
Cost 6Easier synthesis. Effect: Increases success rate by 25%, but decreases quality.
Simple L
Cost 8Much easier synthesis. Effect: Increases success rate by 50%, but decreases quality.
Complex S
Cost 1Difficult to use. Effect: Slightly reduces base price.
Complex M
Cost 4Difficult to use. Effect: Somewhat reduces base price.
Complex L
Cost 7Difficult to use. Effect: Reduces base price.
Living
Cost 5Auto-activates in crisis. Effect: Item traits activate if Totori's HP is below 20%.
Lively
Cost 8Auto-activates when HP drop. Effect: Item traits activate if Totori's HP is below 30%.
Pepped Up
Cost 10Auto-activates when HP drop to half. Effect: Item traits activate it Totori's HP is below 50%.
Advanced
Cost 8For advanced aIchemists. Effect: Decreases success rate by 10%, but deterioration rate becomes 0.
For Masters
Cost 9For master alchemists. Effect: Decreases success rate by 30%, but quality greatly increases.
Pro Favorite
Cost 10For professionals. Effect: Decreases success rate by 75%, but gain 3 more uses.
Amateur's Fave
Cost 8For amateur alchemists. Effect: Increases success rate by 10% and deterioration rate becomes 0.
Beginners OK
Cost 9For beginner aIchemists. Effect: Increases success rate by 30% and greatly increases quality.
Kid Friendly
Cost 10So easy, even kids can do it. Effect: Increases success rate by 50% and gain 1 more use.
Usage +1
Cost 6Raises the number of uses by 1. This has no effect on items that consume quaIity per use.
Usage +2
Cost 10Raises the number of uses by 2. This has no effect on items that consume quality per use.
HP +10
Cost 3Allows armor to increase HP. Effect: Increases Max HP by 10.
HP +20
Cost 6Allows armor to increase HP. Effect: Increases Max HP by 20.
HP +30
Cost 10Allows armor to increase HP. Effect: Increases Max HP by 30.
MP +10
Cost 2Allows armor to increase MP. Effect: Increases Max MP by 10.
MP +20
Cost 5Allows armor to increase MP. Effect: Increases Max MP by 20.
MP +30
Cost 9Allows armor to increase MP. Effect: Increases Max MP by 30.
LP +10
Cost 1Allows armor to increase LP. Effect: Increases Max LP by 10.
LP +20
Cost 4Allows armor to increase LP. Effect: Increases Max LP by 20.
LP +30
Cost 8Allows armor to increase LP. Effect: Increases Max LP by 30.
Attack +3
Cost 3Increases weapon's attack power. Effect: Increases ATK by 3.
Attack +5
Cost 6Increases weapon's attack power. Effect: Increases ATK by 5.
Attack +10
Cost 10Increases weapon's attack power. Effect: Increases ATK by 10.
Defense +3
Cost 2Increases armor's defensive power. Effect: Increases DEF by 3.
Defense +5
Cost 5Increases armor's defensive power. Effect: Increases DEF by 5.
Defense +10
Cost 9Increases armor's defensive power. Effect: Increases DEF by 10.
Speed +3
Cost 1Increases accessory's speed. Effect: Increases SPD by 3.
Speed +5
Cost 4Increases accessory's speed. Effect: Increases SPD by 5.
Speed +10
Cost 8Increases accessory's speed. Effect: Increases SPD by 10.
MP Cost -10%
Cost 2Lowers MP consumption. Effect: Decreases MP consumption for skills by 10%.
MP Cost -20%
Cost 5Lowers MP consumption. Effect: Decreases MP consumption for skills by 20%.
MP Cost -30%
Cost 9Lowers MP consumption. Effect: Decreases MP consumption for skills by 30%.
Skill +10%
Cost 3Increases power of skills. Effect: Skill power increases 10%.
Skill +20%
Cost 6Increases power of skills. Effect: Skill power increases 20%.
Skill +30%
Cost 10Increases power of skills. Effect: Skill power increases 30%.
Enchant Fire
Cost 7Adds Fire element to weapons. Attacks deal additional Fire damage.
Enchant Ice
Cost 7Adds Ice element to weapons. Attacks deal additional Ice damage.
Enchant Earth
Cost 8Adds Earth element to weapons. Attacks deal additional Earth damage.
Enchant Lightning
Cost 8Adds Lightning element to weapons. Attacks deal additional Lightning damage.
Puni Repel
Cost 2Effective on Punis. Effect: 100% critical hits against Punis.
Animal Repel
Cost 5Effective on animals. Effect: 100% critical hits against animals.
Dragon Repel
Cost 10Effective on dragons. Effect: 100% critical hits against dragons.
Beast Repel
Cost 6Effective on beasts. Effect: 100% critical hits against large beasts.
Ghost Repel
Cost 4Effective on ghosts. Effect: 100% critical hits against ghosts.
Demon Repel
Cost 9Effective on Demons. Effect: 100% critical hits against Demons.
Inflict Poison
Cost 3Weapons can inflict Poison. Effect: Chance to inflict Poison status with attacks.
Inflict Sleep
Cost 5Weapons can inflict Sleep. Effect: Chance to inflict Sleep status with attacks.
Inflict Curse
Cost 7Weapons can inflict Curse. Effect: Chance to inflict Curse status with attacks.
Inflict Blind
Cost 9Weapons can inflict Blind. Effect: Chance to inflict Blind status with attacks.
Inflict Paralysis
Cost 10Weapons can inflict Paralysis. Effect: Chance to inflict Paralysis status with attacks.
All Stats +3
Cost 6Boost all stats with accessories. Effect: Increases all parameters by 3.
All Stats +5
Cost 8Boost all stats with accessories. Effect: Increases all parameters by 5.
All Stats +10
Cost 10Boost all stats with accessories. Effect: Increases all parameters by 10.
Convert Damage S
Cost 3Gives a weapon vampiric properties. Effect: Absorb 5% of damage dealt with regular attacks.
Convert Damage M
Cost 6Gives a weapon vampiric properties. Effect: Absorb 10% of damage dealt with regular attacks.
Convert Damage L
Cost 9Gives a weapon vampiric properties. Effect: Absorb 15% of damage dealt with regular attacks.
Fire Dampen
Cost 3Armor reduces Fire damage. Effect: Reduces Fire damage by 15%.
Fire Cloak
Cost 9Armor reduces Fire damage. Effect: Reduces Fire damage by 25%.
Ice Dampen
Cost 4Armor reduces Ice damage. Effect: Reduces Ice damage by 15%.
Ice Cloak
Cost 9Armor reduces Ice damage. Effect: Reduces Ice damage by 25%.
Lightning Dampen
Cost 5Armor reduces Lightning damage. Effect: Reduces Lightning damage by 15%.
Lightning Cloak
Cost 10Armor reduces Lightning damage. Effect: Reduces Lightning damage by 25%
Earth Dampen
Cost 5Armor reduces Earth damage. Effect: Reduces Earth damage by 15%.
Earth Cloak
Cost 10Armor reduces Earth damage. Effect: Reduces Earth damage by 25%.
Rank Boost S
Cost 3The higher the item rank, the more powerful it becomes. Items receive a bonus of Item Rank x5%.
Rank Boost M
Cost 6The higher the item rank, the more powerful it becomes. Items receive a bonus of Item Rank x10%.
Rank Boost L
Cost 9The higher the item rank, the more powerful it becomes. Items receive a bonus of Item Rank x15%.
Effect Boost S
Cost 4Raises an item's power based on its effects. Items receive a bonus of (Total Item Effect Level ) .
Effect Boost M
Cost 7Raises an item's power based on its effects. Items receive a bonus of (Total Item Effect Level )x2%.
Effect Boost L
Cost 10Raises an item's power based on its effects. Items receive a bonus of (Total Item Effect Level)x3%.
Swarm Slayer S
Cost 4Raises item's ranged effect. The more targets, the better. (Targets in range)x5% bonus added.
Swarm Slayer M
Cost 7Raises item's ranged effect. The more targets, the better. (Targets in range)x10% bonus added.
Swarm Slayer L
Cost 10Raises item's ranged effect. The more targets, the better. (Targets in range)x15% bonus added.
Loner Slayer S
Cost 3Raises item's ranged effect. The fewer targets, the better. (20 / (Targets in range))% bonus will be added.
Loner Slayer M
Cost 6Raises item's ranged effect. The fewer targets, the better. (40 / (Targets in range))% bonus will be added.
Loner Slayer L
Cost 9Raises item's ranged effect. The fewer targets, the better. (60 / (Targets in range))% bonus will be added.
Final Strike
Cost 5Higher effect when on its last use. 25% boost when you have only 1 use left.
Final Strike +
Cost 10Higher effect when on its last use. 50% boost when you have only 1 use left.
Giant Slayer
Cost 4Raises item effect against large enemies. A bonus of (Monster Size)x5% will be added.
Giant Slayer +
Cost 9Raises item effect against large enemies. A bonus of (Monster Size)x10% will be added.
Dwarf Slayer
Cost 4Raises item effect against small enemies. A bonus of (30 / (Monster Size))% will be added.
Dwarf Slayer +
Cost 9Raises item effect against small enemies. A bonus of (60 / (Monster Size))% will be added.
The Sea Puddle property which explodes on contact. Deals a powerful Fire damage.
The energy-absorbing property of Black Runestones. Temporarily absorbs ATK.
A property of Metal Ore. Raises attack power but decreases 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.
A property of the Dragon Scale. Allows equipment to regenerate HP and resist Poison.