Item Data
Data about items. You can view basic data from "Container" or "Basket" on the main menu. You can view more detailed data from "Journal" on the main menu, or when synthesizing or imbuing.
Basic Item Data Item Traits/Effects/Properties Data Only Displayed When Synthesizing or Imbuing
Basic Item Data

Use count
Alchemy LV
Equip. Cost
Effect strength
Stats and Effects
Use count

Use count is the number of times a single item can be used.
The number of times an item can be used is fixed for each item, but the use count can be increased by using skills when synthesizing or imbuing.
Alchemy LV
Alchemy LV is a level that is required to synthesize or imbue given items. You must also be at the required level if you want to use the item as an ingredient.
The main character cannot synthesize an item whose level is higher than their Alchemy LV.
When synthesizing or imbuing, if the combined level of items you want to use as ingredients exceeds your Alchemy LV, attribute values and properties will not be applied.
Equip. Cost

Equip. Cost is the number of frames required when setting the items you want to use on the field as your "Adventure Equip.". It is indicated by the number of squares, and is fixed for each item.
Equip. Cost can be reduced when synthesizing.
Effect strength

Effect strength indicates how high an item's level is. It affects the item's performance, the amount it can be sold for, and other factors. The highest value of the bar is 120.
You can increase or decrease effect strength by using skills when synthesizing or imbuing.
Stats and Effects

Influence attributes are attributes that have an impact when items are used as ingredients.
There are 4 attributes: Fire , Water
, Wind
, and Earth
. If an icon is colored, it possesses an influence attribute.
When synthesizing or imbuing an item, the influence attribute of an ingredient is accumulated in the item, in accordance with the amount indicated by the attribute value. When multiple influence attributes are present, the attribute value applies to all of them.
Upon completion, the applicable effect on the attribute value gauge appears.
Influence attributes affect the skills that can be used when synthesizing or imbuing
When throwing in ingredients, not only is the attribute value gauge filled up according to the influence attribute value, but the attribute bonuses possessed by the items to be used as ingredients are also stored up as points. If you have points, you can use skills.
Skills are different for each attribute value, and if you use an item that has many attribute value bonuses as an ingredient, the skills you can use will also increase.
Item Traits/Effects/Properties
In addition to basic data, items have data concerning traits, effects, and properties.

Traits
Item traits are only effective when throwing in items to be used as ingredients. They are unique to items, and cannot be carried over by synthesis or imbuing.
Item traits
There are 3 types of item traits: "Attribute Bonus", "Appearance Level", and "Effect Strength". An "Attribute Bonus" will increase attribute points when throwing in items, "Appearance Level" raises the appearance level of properties, and "Effect Strength" increases the effective strength of completed items by the specified value.
Effects
Item effects appear depending on the influence attribute value upon item completion. Depending on the value, the effects that appear will differ. They are unique to items, and cannot be carried over by synthesis or imbuing.
Item Effects
There are also item effects that disappear if attribute values are too high upon completion. It is not always better to have high attribute values.
The attribute values upon completion can be determined by the graduation displayed on the Possibility menu that appears while synthesizing or imbuing.
Properties
If an item has properties, its performance will be improved. If an item has the trait "Appearance Level", effects will appear during synthesis or imbuing even if attribute values are insufficient.
If you use skills during synthesis or imbuing to make them appear, they will be added upon completion. Properties are carried over during synthesis or imbuing and use PP. Up to 3 can be added.
Properties can be carried over from other items (Property Inheritance)
As you raise your Alchemy LV and obtain skills, you will become able to inherit properties from materials to be used as ingredients. Depending on the types of materials you use for synthesis or imbuing, there are also properties that cannot be inherited.
Data Only Displayed When Synthesizing or Imbuing
When synthesizing or imbuing, in addition to basic data, data required for synthesizing and imbuing is displayed.
Effects List from Step 1

Effect List

Attribute value zone where effect does not appear
Attribute value zone where effect appears
Effect that appears in the attribute value zone
When selecting items in Step 1 of synthesis or imbuing, this can be displayed by pressing the corresponding button to toggle information.
A list of the effects that will appear based on the attribute value. The color of the bar indicates the attribute, and the position of the color roughly indicates the range in which effects will appear. "????" will appear as the name for effects you have previously never made appear.
The position of color on bars
The effects that will appear are determined by the attribute value. If a bar is completely colored, the effect will appear whether the value is 0 or 100. The specific value in which effects appear can be determined during Steps 2 and 3 of synthesis or imbuing.
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Attribute status of thrown in ingredients and Completed item prediction from Step 3

Current Element

Points added by traits (1 square is 1 point)
This is displayed when you throw in items during Step 3 of synthesis or imbuing.
The attributes of thrown in ingredients, as well as the traits that items have, add points. Each attribute can have a maximum of 5 points.
They are decreased when you use skills.
If you accumulate points, you can use skills at any time
Points that exceed the maximum are not carried over. If you have points after you've thrown in ingredients, remember that you can use skills at any time, so try to see if there are any skills you can use before you exceed the point maximum.
Completed item prediction

Effect strength
Attribute bar
Attribute bar number
Property LV and Max Element
The completion prediction will sometimes change, such as when you throw in ingredients during Step 3 of synthesis or imbuing, or when you use skills.
Effect strength
For the effect strength displayed while throwing in items, the average value of items thrown in as ingredients is displayed. It will fluctuate if you use skills.
Attribute bar
If the graduations on the "Item Attributes" attribute bars are exceeded, the corresponding effects will appear. When there are multiple graduations, the effects that appear will change each time a graduation is exceeded.
Attribute bar number
The numbers to the right of the "Item Attributes" attribute bars indicate the "current attribute value / value of the next graduation".
Property LV and Max Element
Whether the properties an item innately possesses appear or not depends on the sum of all attribute values. The Max Element indicates "current sum of attribute values / required sum of attribute values needed to reach the next Property LV". If the number on the left exceeds the number on the right, all properties will appear.
Types of items that can be inherited
You can check the types of items whose properties can be inherited by pressing the corresponding button when selecting items to be used as ingredients in Step 1. You can check how to view such information from "Alchemy Applications" > "Property Inheritance" under Help.
Checking details about effects and properties | |||
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