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Bravely Default
Strategy Guide

Author(s): Vincent Lau
First Published: 14-02-2014 / 00:00 GMT
Last Updated: 20-03-2018 / 09:04 GMT
Version: 1.0 (????) 21-09-2018 / 03:01 GMT

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Compounding

Compounding

Compound List (Part 1)

Anybody in the Salve-maker job (or has 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
Compound Item 1 Item 2 Effect
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.
Compound Item 1 Item 2 Effect
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

Note: For compounds marked by with a star , the order of ingredients is important; swapping the first and second ingredients gives different results.

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
Compound Item 1 Item 2 Effect
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.