Flame Soul
When the next material has Fire: Fire attribute power +50.
Water Soul
When the next material has Water: Water attribute power +25.
Rain Soul
When the next material has Water: Water attribute power +50.
Wind Soul
When the next material has Wind: Wind attribute power +25.
Storm Soul
When the next material has Wind: Wind attribute power +50.
Dirt Soul
When the next material has Earth: Earth attribute power +25.
Rock Soul
When the next material has Earth: Earth attribute power +50.
Heighten Power
Always active: effect power 0.
Expand Power
Always active: effect power 0.
Release Power
Always active: effect power 0.
Good w/ Plants
When the material category is Plants: category fit 0.
Nice w/ Plants
When the material category is Plants: category fit 0.
Great w/ Plants
When the material category is Plants: category fit 0.
Good w/ Ore
When the material category is Ores: category fit 0.
Nice w/ Ore
When the material category is Ores: category fit 0.
Great w/ Ore
When the material category is Ores: category fit 0.
Good w/ Liquid
When the material category is Liquids: category fit 0.
Nice w/ Liquid
When the material category is Liquids: category fit 0.
Great w/ Liquid
When the material category is Liquids: category fit 0.
Stable Matter
Always active: stability effect; effect power 0.
Permanent Trait
Always active: stability effect; effect power 0.
Stagnation
Always active: stability effect; effect power 0.
Usage Control
Always active: usage adjustment +30.
Usage Ease
Always active: usage adjustment +50.