Shallie's alchemy is the same as EL's so that's good for me.
Eh, maybe to some degree you can say its similar or inspired from EL, but I wouldn't agree with it being the same or featuring nothing new that's noteworthy. Right away, you're going to notice your Alchemy Lvl will restrict you from using certain materials or a certain combination of materials. That will, in turn, make it much harder to max out bombs, equipment, and heal items early on until you level up your Alchemy lvl.
Since there is no time limit, you can spend all day just leveling up your Alchemy lvl, but it'll take you forever.
There's also the fact that the order of your materials you use before synthesis will play a role in what skills you can use, etc.
I'm not good with explaining game systems so I'm going to copy and paste this post from themasterllworks from Gamefaqs:
themasterllworks said:
After playing for a long long time now and nearly mastered the alchemy portion (kind of)... I wanted to give my thoughts in case anyone was curious to read about it...
{ALCHEMY}
Due to the removal of the time limit, there have to be a way to balanced how Alchemy and creation is done. This is balance is done with one barrier which greatly affects two key component in alchemy:
Alchemy Level
- Affecting Materials Used
- Preparation Skills
{Materials Used}
Each material has its own item level, if the total materials used for that creation exceed your Alchemy Level, you can not make the item due to "Overcost".
Since generally the higher level materials have more Prep Skill Slots and higher Elemental Count, it makes it much harder to get the huge base element count to gain the Elemental Effects for that item.
This then links to the other situation...
{Preparation Skills}
This is the key ability to get the high element count for the Elemental Effects, quality, Usage and Compress/Expand Frame.
Obviously, at lower level, you won't have much access to many skills but also there are many that will be costly (takes 2 slots). Over time as you level up, you will gain access to more Prep Skills (like "Level Down" to fix that "Overcost" situation), Prep Skills will also get more powerful (may increase element by 12 instead of 6) and reduce slot usage (from 2 slot to 1).
{Overall}
Alchemy is NOT easy in this game compared to the previous Atelier series (Arland, Ayesha and Eschatology) in terms of making the "best full potential" healing/bombs in early game (excluding Traits).
I have still yet to be able to make a max ICE BOMB (starting ice bomb.. yes.. and I'm on Chapter 5.. halfway done with game) due to the fact trying to max Water/Wind Effect both exceed my Alchemy Level and I don't have the materials that has a lot of Prep Slots to max the Effects.
BUT, in saying so, this also shows how much higher the potential in alchemy with the new system for end-game, possibility even better than what the previous series is (maybe better than Eschatology easy-max-mode for end game).
This is because of the insane of Prep Skills that can take advantage of pretty much almost everything from Element, Effects and more.
Plus the fact with extra stuff like the "Neutralizer -> Plant Oil -> Zettel -> Honey -> Neutralizer" loop and "Miruca's Disassemble" allows you to EASILY carry over almost ANY traits to anything you want makes alchemy a cinch.
If I need to upgrade anything any one trait, it'll be a cinch to pull off since you have unlimited days and you already have the layout plan to do it. For example...
LL's Healing Book (aka, "MiniElixir", aka2 "Immortal Love Shallistera")
Frame: 1
Usage: 5
Effect: Gives Large HP/MP back
Trait: AutoUse 20%, Conservation (30% chance not to consume usage), AutoRevive (revive once when dead)
I can easily upgrade the AutoUse or Conservation anytime due to Miruca and the Loop easily without any headaches lol. Can't wait for "Auto 50%" and "Unlimited" trait.. lol.
So yea, it sucks even at Lv55+ Alchemy, Lv45 Adventure Level, Chapter 05 (halfway through the game), I cant even max a simple Ice Bomb still...
... but once I level up my Alchemy Level even more (plus find better materials), the possibilities I already see (but unable to preform due to low level) is immense.
Those who saw my stream last few days, I'm sure you saw that potential of alchemy in this game.
As of that post this guy hadn't even unlocked elemental chaining yet, which is necessary for building your item quality to the max level, which is 999. A high item quality level will affect an items basic parameters or something.
Building a good chain is very fun and satisfying, imo.
Even on the hardest difficulty you get from the start, the game is pretty easy, so most of cool stuff is best for bonus bosses and/or the difficulty level you unlock after you beat the game once (I haven't played this mode yet).
Since the story isn't all that hard to get through, you can probably throw anything into the cauldron, poop out an item, and get through the game okay. Well, actually, you might need to put in a little more effort than that, but the point is the story battles is a bit too easy, even on hard mode.
But I think the alchemy is awesome. I'm curious how more people will feel about it.
I also disagree with belforr on the music. I really like the soundtrack.
http://www.youtube.com/watch?v=BCRusG5U52Q&list=PLPlmCTWRwHHff2DFbU2LVGWYGGg8cQgJb&index=17
Beautiful.
And if anyone doesn't mind spoilers, here's a vid of MasterLL fighting a tough optional boss:
http://www.youtube.com/watch?v=nkpRrIrWwKs
Awesome music! Awesome fight!