Anybody in the Salve-maker job (or with its job command) can use the Compounding ability during battle to combine two items, producing a special effect. In this chapter, we’ll give you a run-down of all the possible effects and what combination of items you need to create them.
For your knowledge, most of the items used for compounding can be purchased from shops. In particular, there are some items explicitly classified as “Compounding Items”; these are grouped together in the third tab (with a red potion icon) of the Item menu in-game.
Compounding items can be purchased from the Adventurer after building the Compound Shop in Norende Village, obtained as free samples from the aforementioned Compound Shop, stolen from enemies, dropped by enemies or gathered by using the Salve-maker’s Collect ability during battle.
Compounds 1 to 14¶
Compound | Item 1 | Item 2 | Effect |
---|---|---|---|
Potion | Potion | Potion | Restore 300 HP |
Ether | Ether | Ether | Restore 80 MP |
Antidote | Antidote | Antidote | Cure Poison |
Phoenix Down | Phoenix Down | Phoenix Down | Revive from K.O. (heal more HP than one Phoenix Down) |
Remedy | Recovery item | Remedy | Cure various ailments |
Eye Drops | Eye Drops | Eye Drops | Cure Blind |
Echo Herbs | Echo Herbs | Echo Herbs | Cure Silence |
Wakeup Bell | Wakeup Bell | Wakeup Bell | Cure Sleep |
Balsam | Balsam | Balsam | Cure Dread |
Hi-Potion | Hi-Potion | Hi-Potion | Restore 1000 HP |
X-Potion | Potion X-Potion | Ether/Turbo Ether X-Potion | Restore 3000 HP |
Turbo Ether | Turbo Ether | Turbo Ether | Restore 300 MP |
Elixir | Elixir | Most items | Restore all HP and MP |
Megalixir | Megalixir | Most items | Restore all HP and MP for the whole party |
The first dozen or so compounds contain a few rough gems and some duds. Combining two Potions, for example, is beneficial as you’ll recover twice the HP of a normal Potion, but in one action. Meanwhile combining two ailment cures, like an Antidote with itself, does nothing special; neither does combining the Elixir or Megalixir with anything, sadly.
Compounds 15 to 32¶
Compound | Item 1 | Item 2 | Effect |
---|---|---|---|
Cure Poison | Antidote | Any potion | Restore 150 HP and cure Poison |
Resurrect | Phoenix Down | Any potion | Revive from K.O. and restore 5000 HP |
Reincarnate | Ether/Turbo Ether | Phoenix Down | Revive from K.O. and restore MP |
Cure Blind | Eye Drops | Any potion | Restore 150 HP and cure Blind |
Cure Silence | Echo Herbs | Any potion | Restore 150 HP and cure Silence |
Cure Sleep | Wakeup Bell | Any potion | Restore 150 HP and cure Sleep |
Cure Dread | Balsam | Any potion | Restore 150 HP and cure Dread |
Water of Life | Potion | Hi-Potion/X-Potion | Triggers Regen, which restores 3% HP per turn |
Font of Life | Hi-Potion | X-Potion | Triggers Reraise, which auto-revives from K.O. |
Resist Poison | Antidote | Ether/Turbo Ether | Confer immunity to Poison for 10 turns |
Resist Blind | Eye Drops | Ether/Turbo Ether | Confer immunity to Blind for 10 turns |
Resist Silence | Echo Herbs | Ether/Turbo Ether | Confer immunity to Silence for 10 turns |
Resist Sleep | Wakeup Bell | Ether/Turbo Ether | Confer immunity to Sleep for 10 turns |
Resist Dread | Balsam | Ether/Turbo Ether | Confer immunity to Dread for 10 turns |
Quarter Elixir | Ether | Hi-Potion/X-Potion | Restore 2500 HP and 250 MP |
Half Elixir | X-Potion | Turbo Ether | Restore 5000 HP and 500 MP |
Dry Ether | Ether | Turbo Ether | Restore 500 MP |
Smelling Salts | Any ailment cure (e.g. Antidote) or Phoenix Down | Any ailment cure or Phoenix Down (but not Item 1) | Cure various ailments |
A lot of amazing compounds right here. Number 16 Resurrect is essential; it brings a fallen ally back and–if used by a Salve-maker or someone with Healing Lore–effectively restores all of their HP. Font of Life is great when you don’t have the Time Mage’s Reraise.
Resist Poison and the like are an excellent alternative to Poison Immunity, Inoculation and Fairy Ward, especially if you’re taken by a surprise ailment. Quarter Elixir and Number 30 Half Elixir make cheap alternatives to the Elixir. Don’t overlook the Dry Ether either!
Compounds 33 to 46¶
Compound | Item 1 | Item 2 | Effect |
---|---|---|---|
Beast Vim | Beast Liver | Beast Liver | Raise Physical Attack by 30% for four turns |
Aqua Vim* | Hard Scale | Beast Liver | Raise Physical Attack by 10% for four turns |
Bug Vim* | Insect Antenna | Beast Liver | Raise Physical Attack by 20% for four turns |
Plant Vim* | Monster Fiber | Beast Liver | Raise Physical Attack by 10% for four turns |
Ghost Vim* | Spirit Bone | Beast Liver | Raise Physical Attack by 10% for four turns |
Demon Vim* | Demon Tail | Beast Liver | Raise Physical Attack by 10% for four turns |
Dragon Vim* | Dragon Fang | Beast Liver | Raise Physical Attack by 50% for four turns |
Beast Aura* | Beast Liver | Spirit Bone | Raise Magic Attack by 10% for four turns |
Aqua Aura* | Hard Scale | Spirit Bone | Raise Magic Attack by 10% for four turns |
Bug Aura* | Insect Antenna | Spirit Bone | Raise Magic Attack by 10% for four turns |
Plant Aura* | Monster Fiber | Spirit Bone | Raise Magic Attack by 20% for four turns |
Ghost Aura | Spirit Bone | Spirit Bone | Raise Magic Attack by 10% for four turns |
Demon Aura* | Demon Tail | Spirit Bone | Raise Magic Attack by 30% for four turns |
Dragon Aura* | Dragon Fang | Spirit Bone | Raise Magic Attack by 50% for four turns |
These are all compounds that raise Physical Attack or Magic Attack. Note that a lot of compounds have similar effects, but there are some with better effects. In particular, Number 39 Dragon Vim is good if you want to up Physical Attack by 50%, while you want Number 46 Dragon Aura for optimum Magic Attack. When Dragon Fangs are rare, the 30% boosts aren’t half bad.
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