Strong Healing
Increases effect of item by 25%.
Intense Healing
Increases effect of item by 35%.
Extreme Healing
Increases effect of item by 50%.
Fixed Healing
Healing item enhanced by set amount. Weaker the base power, higher the effect.
Fixed Healing+
Healing item is enhanced by a set amount. Weaker the base power, higher the effect.
Fixed Healing++
Healing item enhanced by set amount. Weaker the base power, higher the effect.
Strong Medicine
Item enhanced by set amount. Weaker base power, higher the effect.
Strong Medicine+
Item enhanced by set amount. Weaker the base power, higher the effect.
Fixed Healing+++
Item enhanced. Weaker the base power, higher the effect.
Critical
Item has a 15% chance to critically hit.
Critical+
Item has a 25% chance to critically hit.
Critical++
Item has a 35% chance to critically hit.
Decently Crafted
Item has a 40% chance to critically hit.
Critical Hit
Item will always critically hit.
Reliable Effect
Reduces number variation, making it easier to produce larger numbers.
Reliable Effect+
Halves number variation, making it easier to produce larger numbers.
Constant Effect
Turns number variation into set number, always producing the largest number.
Recycle
15% chance not to consume item count during battle. Decreases amount of gauge it produces.
Recycle+
25% chance not to consume item count during battle. Decreases amount of gauge it produces.
Recycle++
35% chance not to consume item count during battle. Decreases amount of gauge it produces.
Low Energy Mode
30% chance not consume item. Decreases gauge amount.
Reuse Resources
50% chance not consume item. Decreases gauge amount.
Perpetual Motion
Item count will not decrease. Reduces gauge amount.
20% Automatic
HP drops below 20%, item will be used. It decreases the amount of gauge it produces.