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Compound List (Part 1)
Bravely Default

Compound List (Part 1)

Explore the first 46 compounds in Bravely Default, detailing item combinations for healing, status cures, buffs, and more. Master the Salve-Maker abilities.

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Explore the first 46 compounds in Bravely Default, detailing item combinations for healing, status cures, buffs, and more. Master the Salve-Maker abilities.

This guide covers the first 46 compounds available in Bravely Default, detailing the item combinations required to create them and their effects. These compounds are primarily created using the Salve-Maker's Compound ability.

Compounds 1 to 14

CompoundItem 1Item 2Effect
PotionPotionPotionRestore 300 HP
EtherEtherEtherRestore 80 MP
AntidoteAntidoteAntidoteCure Poison
Phoenix DownPhoenix DownPhoenix DownRevive from K.O. (heal more HP than one Phoenix Down)
RemedyRecovery itemRemedyCure various ailments
Eye DropsEye DropsEye DropsCure Blind
Echo HerbsEcho HerbsEcho HerbsCure Silence
Wakeup BellWakeup BellWakeup BellCure Sleep
BalsamBalsamBalsamCure Dread
Hi-PotionHi-PotionHi-PotionRestore 1000 HP
X-PotionPotion X-PotionEther/Turbo Ether X-PotionRestore 3000 HP
Turbo EtherTurbo EtherTurbo EtherRestore 300 MP
ElixirElixirMost itemsRestore all HP and MP
MegalixirMegalixirMost itemsRestore 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

CompoundItem 1Item 2Effect
Cure PoisonAntidoteAny potionRestore 150 HP and cure Poison
ResurrectPhoenix DownAny potionRevive from K.O. and restore 5000 HP
ReincarnateEther/Turbo EtherPhoenix DownRevive from K.O. and restore MP
Cure BlindEye DropsAny potionRestore 150 HP and cure Blind
Cure SilenceEcho HerbsAny potionRestore 150 HP and cure Silence
Cure SleepWakeup BellAny potionRestore 150 HP and cure Sleep
Cure DreadBalsamAny potionRestore 150 HP and cure Dread
Water of LifePotionHi-Potion/X-PotionTriggers Regen, which restores 3% HP per turn
Font of LifeHi-PotionX-PotionTriggers Reraise, which auto-revives from K.O.
Resist PoisonAntidoteEther/Turbo EtherConfer immunity to Poison for 10 turns
Resist BlindEye DropsEther/Turbo EtherConfer immunity to Blind for 10 turns
Resist SilenceEcho HerbsEther/Turbo EtherConfer immunity to Silence for 10 turns
Resist SleepWakeup BellEther/Turbo EtherConfer immunity to Sleep for 10 turns
Resist DreadBalsamEther/Turbo EtherConfer immunity to Dread for 10 turns
Quarter ElixirEtherHi-Potion/X-PotionRestore 2500 HP and 250 MP
Half ElixirX-PotionTurbo EtherRestore 5000 HP and 500 MP
Dry EtherEtherTurbo EtherRestore 500 MP
Smelling SaltsAny ailment cure (e.g. Antidote) or Phoenix DownAny 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

CompoundItem 1Item 2Effect
Beast VimBeast LiverBeast LiverRaise Physical Attack by 30% for four turns
Aqua Vim*Hard ScaleBeast LiverRaise Physical Attack by 10% for four turns
Bug Vim*Insect AntennaBeast LiverRaise Physical Attack by 20% for four turns
Plant Vim*Monster FiberBeast LiverRaise Physical Attack by 10% for four turns
Ghost Vim*Spirit BoneBeast LiverRaise Physical Attack by 10% for four turns
Demon Vim*Demon TailBeast LiverRaise Physical Attack by 10% for four turns
Dragon Vim*Dragon FangBeast LiverRaise Physical Attack by 50% for four turns
Beast Aura*Beast LiverSpirit BoneRaise Magic Attack by 10% for four turns
Aqua Aura*Hard ScaleSpirit BoneRaise Magic Attack by 10% for four turns
Bug Aura*Insect AntennaSpirit BoneRaise Magic Attack by 10% for four turns
Plant Aura*Monster FiberSpirit BoneRaise Magic Attack by 20% for four turns
Ghost AuraSpirit BoneSpirit BoneRaise Magic Attack by 10% for four turns
Demon Aura*Demon TailSpirit BoneRaise Magic Attack by 30% for four turns
Dragon Aura*Dragon FangSpirit BoneRaise 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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