[[caption-width-right:349:The intrepid heroines of the "classic" Atelier games ([[NoExportForYou that haven't come to North America yet]]). Clockwise from upper right: Lilie, Marie, Violet, Elie, and Judie.]]

->Okay, you know how every RPG has the grand heroes chosen by fate to become wonderful friends and stand up to the evil sorcerer/empire/corporation/monster and keep it from destroying the world?\\\
This game is not about them.\\\
You know how in almost every RPG, buried about halfway down the final dungeon, sitting next to the second to last save point in the game there's a shopkeeper who has every healing item in the game and every weapon or bit of armor that doesn't require an epic quest? The one who leaves you wondering: "Just how in blazes did she get down here? I'm the ridiculously powerful chosen one and it's almost impossible for me to do it so how did a lowly shopkeeper pull it off"?\\\
This game is about '''''her'''''.
-->-- [[http://www.gamefaqs.com/boards/genmessage.php?board=953050&topic=52080680 Anonymous Internet poster]], succinctly summing up the spirit of the entire franchise.

The ''Atelier'' series is a series of sixteen (or twenty-two, [[NonLinearSequel depending on how you count them]]) [=RPGs=] developed by Gust Corporation of Japan, with some localized by Creator/NipponIchi. The franchise had been exclusive to Japan (with ''Atelier Marie'', ''Elie'', ''Lilie'', ''Judie'', and ''Violet'') until the release of the first game in the ''Iris'' trilogy in the United States in 2005. The series also possesses a brief manga depicting some AlternateUniverse adventures between the first two heroines, brought to America courtesy of Tokyopop.

Based around the concept of the "atelier", or "artist's workshop", the main character in the games is usually an alchemist looking [[ToBeAMaster to be the greatest in her/his field.]] ItemCrafting is a major component of every game in the series, as the player is tasked with finding ingredients and recipes to create new items/spells.

The earlier games are rather famous in Japan for being ''very'' different from other [=RPGs=] of the day, with the item crafting and single-city-interaction focus. These differences, however, kept them out of the Western eye during the 90s and early 2000s, and after a few [[ContestedSequel not-as-great sequels]] and after the rest of the industry began to judiciously "borrow" certain gameplay elements from it, the series' fortunes fell somewhat. The PSX-era games are still fondly remembered in Japan, however, and were long held up as an example that the Japanese game industry ''is'' still capable of innovation - and even today, when very few othergames really try to emulate the unique style of the franchise, they're an example of how the Japanese industry is a lot wider and more varied than it is sometimes given credit for.

!! Games in the series:
'''Note:''' The series' (rather gigantic) release list is as follows, in release order, with U.S. releases bolded[[note]]Until ''Ayesha'', all U.S. releases were handled by NIS America; released are currently handled by Tecmo Koei[[/note]]:
%%Leave the redlinks. Policy says to let them be so someone can make the page. Thanks.
* ''[[VideoGame/AtelierMarieTheAlchemistOfSalburg Atelier Marie: The Alchemist Of Salburg]]'' PSX/Saturn/PC/[=PS2=]/[[UsefulNotes/PlaystationNetwork PSN]] (1997)
* ''[[VideoGame/AtelierElieTheAlchemistOfSalburg2 Atelier Elie: The Alchemist Of Salburg 2]]'' PSX/PC/[=PS2=]/PSN (late 1998)
* ''[[VideoGame/AtelierLilieTheAlchemistOfSalburg3 Atelier Lilie: The Alchemist Of Salburg 3]]'' [=PS2=] (2001)
* ''[[VideoGame/MarieAndElieOurAtelier Marie And Elie: Our Atelier]]'' Wonderswan Color (2001)
** Not to be confused with the compilation of the first two games under a similar name (''Atelier Marie & Elie'') on the Dreamcast, released in 2000
* ''[[VideoGame/HelminaAndCulusAtelierLilieAnotherStory Helmina And Culus: Atelier Lilie Another Story]]'' [=PS2=] (2001)
* ''[[VideoGame/AtelierJudieTheAlchemistOfGramnad Atelier Judie: The Alchemist Of Gramnad]]'' [=PS2=]/[=PSP=] (2002/2010)
* ''[[VideoGame/AtelierVioletTheAlchemistOfGramnad2 Atelier Violet: The Alchemist Of Gramnad 2]]'' [=PS2=]/[=PSP=] (2003/2011)
* ''[[VideoGame/AtelierMarieElieAndAnise Atelier Marie, Elie And Anise: Message On The Breeze]]'' GBA (2003)
* '''''[[VideoGame/AtelierIrisEternalMana Atelier Iris: Eternal Mana]]''''' [=PS2=] (2004/'''2005''')
* '''''[[VideoGame/AtelierIris2TheAzothOfDestiny Atelier Iris 2: The Azoth Of Destiny]]''''' [=PS2=] (2005/'''2006''')
* '''''[[VideoGame/AtelierIris3GrandPhantasm Atelier Iris 3: Grand Phantasm]]''''' [=PS2=] (2006/'''2007''')
* ''[[VideoGame/AtelierLieseTheAlchemistOfOrde Atelier Liese: The Alchemist Of Orde]]'' NDS (2007)
* '''''[[VideoGame/ManaKhemiaAlchemistsOfAlRevis Mana Khemia: Alchemists Of Al-Revis]]''''' [=PS2=]/[=PSP=] (2007/'''2008''')
* '''''[[VideoGame/ManaKhemia2FallOfAlchemy Mana Khemia 2: Fall Of Alchemy]]''''' [=PS2=]/[=PSP=] (2008/'''2009''')
* '''''[[VideoGame/AtelierAnnieAlchemistsOfSeraIsland Atelier Annie: Alchemists of Sera Island]]''''' NDS ('''2009''')
* '''''[[VideoGame/AtelierRoronaTheAlchemistOfArland Atelier Rorona: The Alchemist of Arland]]''''' [=PS3=]/PSV/3DS (2009/'''2010''')
* ''[[VideoGame/AtelierLinaTheAlchemistOfStrahl Atelier Lina: The Alchemist of Strahl]]'' NDS (2009)
* '''''[[VideoGame/AtelierTotoriTheAdventurerOfArland Atelier Totori: The Adventurer of Arland]]''''' [=PS3=]/PSV (2010/'''2011''')
* '''''[[VideoGame/AtelierMeruruTheApprenticeOfArland Atelier Meruru: The Apprentice of Arland]]''''' [=PS3=]/PSV (2011/'''2012''')
* ''[[VisualNovel/AtelierElkroneDearForOtomate Atelier Elkrone: Dear for Otomate]]'' [=PSP=] (2012)
** Elkrone is an odd-one-out as, unlike the other games, it's an Otome DatingSim [[OutofGenreExperience instead of an RPG]], but it still has item crafting elements.
* '''''[[VideoGame/AtelierAyeshaTheAlchemistOfDusk Atelier Ayesha: The Alchemist Of Dusk]]''''' [=PS3=]/PSV (2012/'''2013''')
* '''''[[VideoGame/AtelierEschaAndLogyAlchemistsOfTheDuskSky Atelier Escha & Logy: Alchemists of the Dusk Sky]]''''' [=PS3=]/PSV (2013/'''2014''')
* '''''[[VideoGame/AtelierShallieAlchemistsOfTheDuskSea Atelier Shallie: Alchemists of the Dusk Sea]]''''' [=PS3=]/PSV (2014/'''2015''')
* '''''VideoGame/AtelierSophieTheAlchemistOfTheMysteriousBook''''' [=PS3=]/[=PS4=]/[=PSV=]/PC (2015/'''2016''')
* '''''[[VideoGame/AtelierFirisTheAlchemistOfTheMysteriousJourney Atelier Firis: The Alchemist of the Mysterious Journey]]''''' [=PS4=]/[=PSV=]/PC (2016/'''2017''')

It's worth mentioning that the first two Salburg games, ''Marie'' in particular, have been re-released and re-made on more platforms than we can list here. [[NoExportForYou Some of those platforms aren't even available outside Japan]]. Yeah, this series is more than merely popular there.
!!The ''Atelier'' games and related media provide examples of:
->Please only include tropes that occur in multiple games or in games not available in the U.S. in this list. For specific game tropes, refer to the game pages.
* AlchemyIsMagic: Played with in various ways. It's treated more like a scientific pursuit in the "original series" of five games, as there are schools and structured study of alchemy throughout, and a significant part of ''Atelier Elie'''s alchemy system is experimenting to make entirely new items. In ''VideoGame/AtelierTotoriTheAdventurerOfArland'', both Mimi and Marc suggest that alchemy is like magic, but Totori insists that it isn't. An actual magician later appears in ''VideoGame/AtelierAyeshaTheAlchemistOfDusk'' and points out that alchemists are mere copycats, or otherwise similar in some ways, but it's not actual magic.
* AlphaBitch: Brigitt from ''Atelier Violet''. But she's also VitriolicBestBuds with the eponymous character.
* AlternateContinuity: A few. Not too hard to keep track of, but beginning with ''Atelier Iris'', Gust decided to not maintain just one continuity.
** The first continuity is the "Salburg" one, which encompasses all five "original" games (''Marie, Elie, Lilie, Judie,'' and ''Violet'') and their spinoffs. They all take place in the same universe, with many characters making appearances in multiple games; the time period between the start of ''Atelier Lilie'' (chronologically the first) and ''Atelier Violet'' is roughly 35 years.
** ''Atelier Iris'' and ''Atelier Iris 2'' then form the second continuity, AI 2 being a prequel of sorts that takes place long before AI 1.
*** ''Atelier Iris 3'', while featuring certain characters who are similar, is in its own, sole continuity.
** ''Mana Khemia'' 1 and 2 form another continuity; it remains to be seen if any other games will take place here.
** More recent games are harder to place. ''Atelier Liese'' and ''Atelier Annie'' are clearly in continuity with each other, and at first glance the Arland games (''Atelier Rorona'' thru ''Meruru'') also appear to form their own continuity. However, there are ''vague'' hints that ''Liese/Annie'' may well take place in the "Salburg" continuity and that the Arland games may be in continuity with ''them''; Gust has always been rather cagey about it all. (Meanwhile, ''Atelier Lina'' [[BlackSheep seems to sit all by its lonesome]] like ''Iris 3'' does.)
** The "Dusk" universe, meanwhile, is yet again its own thing... except there are some vague-but-there implications that it may be an AfterTheEnd DistantEpilogue to the entire ''franchise''. What with [[spoiler:alchemists being responsible for much of the world's ruin]] and all. ''Sophie'' appears set to be standalone, as well.
* AmbiguouslyGay: Not who you might initially expect. Of all people, [[spoiler:Elie Traum, the ''heroine'' of the second game, has an ending that raises a ''lot'' of eyebrows. She can sort-of flirt with several of the male characters during the course of the game, but she also develops quite a relationship with Romauge the dancer. Romauge is one of two characters in ''Atelier Elie'' to have a fully-cinematic ending devoted exclusively to her, and in it... Elie abandons alchemy to run off and be a traveling dancer with Romauge and "pursue her heart". The overall tone of the ending is ''intensely'' romantic and more importantly ''is the only "romantic" ending available in the game''. And then there's the fact that Elie desperately wishes to contact Marie and "thank" Marie for saving her life and, well, you end up with a lot of speculation]]. Gust has never come out directly and said that the character is gay, however, so strictly speaking it remains speculative.
** What makes the above even more interesting (and arguably progressive) is that [[spoiler:the relationship is, to real-life standards, ''interracial''; Elie is, essentially, a white-as-the-driven Fantasy-Austrian, and Romauge's precise place of origin is unclear, but she has the same dark skin and silver hair as My, and a few bits of dialogue suggest they're from the same area, which My makes clear elsewhere is the setting's equivalent of the Middle East. So it isn't just a seemingly-lesbian relationship, it's a seemingly-lesbian relationship between the fantastic equivalent of an Austrian and an Arab! More cynical fans sometimes speculate that all these factors are part of what kept ''Atelier Elie'' out of the States or the EU in the late 90s.]]
* AnEntrepreneurIsYou: Some games, but especially in ''Atelier Violet''. The reason Violet learns alchemy is so that she can build her own shop of wonders to drive visitors (and thus, economy) to Karotte Village, which is smack dab in the middle of nowhere. Failure to get ~500 visitors within ~1000 days lead to Bad End where the village is abandoned. (This is easier than it sounds, really.)
* AsLongAsItSoundsForeign: This series is extremely guilty of this trope when it comes to naming the characters. Gust seems to fall into the same trap that certain companies like [[Anime/MobileSuitGundam Sunrise]] do, in that they try to give all the characters Western-sounding names without really knowing what's properly ''Western''. ''Atelier Annie'' has a few good examples, such as "Kilbert" (probably intended to be "Gilbert"), "Jalia" (possibly a correct name but more likely meant to be "Julia", eventually rendered as "Gillian"), and "Kraus" (the obvious problem in trying to transliterate "Claus", which is what the localization went with). Earlier games feature a few suspect names too - ''Atelier Elie'' prominently features a character who's name is officially written in-game as "''Daglass'' [=McRain=]" when the "right" way to spell that is fairly obvious, especially if you're familiar with katakana at all.
* BagOfSharing: Explained in the context of ''Atelier Iris 2''; Felt and Viese possess a pair of rings which essentially allow them to teleport items to each other, so that Viese can make things out of all the crazy stuff Felt finds in the larger world, while remaining safe in their hometown until the very end of the game. The other games avert this trope by simply never taking control of the protagonist away from the player and making characters who aren't in the current party inaccessible for equipment purposes.
* [[BashBrothers Bash]] BrotherSisterTeam: Violet and Bartolomaus from ''Atelier Violet''. [[MundaneMadeAwesome Their quarrelling is a combination attack that hits all enemies.]]
* {{BFS}}: Kilbert of ''Atelier Annie'' uses an almost impossibly huge sword as his main weapon. [[spoiler: Or at least, he ''tells'' people he can use it for the intimidation value, but he can't actually use it in real combat, and uses "standard" two-handers instead.]] Sterk of the Arland games uses Scots-style claymores that, while somewhat more realistic, are still quite long.
** Bart, Violet's brother in ''Atelier Violet'', works as a send-up of the concept. He also favors very large two-handed swords... and at the start of the game is ''hilariously'' inept with them, as they're too large and heavy to swing properly!
* BoardingSchool: The main setting for ''Mana Khemia''. The first few games also feature a school, but the protagonists don't live there (even if they can have friends that do.) The third game stars the woman who ''founded'' the school and details her adventures in getting it established.
* BrokenBridge: In ''Atelier Violet'', you can't bypass certain obstacles on the field until you have the item needed to overcome it (explosives of varying grades to clear barricades-- one of which is an ''Elven Dice'', [[{{Pun}} Air Drop]] to breathe underwater, living rope to climb tall cliffs, etc). You need reference books to be able to craft them. Which if you don't have, you can only buy in the next city. To go to the next city, you need to have the request-issuer mentioning it to you. Which requires that you reach certain level in alchemy.
* CatGirl: Norn from ''Atelier Iris'' and Nikki from ''VideoGame/ManaKhemiaAlchemistsOfAlRevis''.
* CityGuards: They mistake Violet for a Bomber Demon.
* CostumePorn: Elaborate outfits are common in the series, with girl main characters more often than not having a PimpedOutDress as her main outfit.
* CuteGhostGirl: The recurring character Pamela Ibis.
* DarkerAndEdgier: As a general rule, games with a guy as the protagonist tend to be more conflict-heavy (and the villain truly vile) than games with a girl as the protagonist. This basically equates to the ''Iris'' and ''Mana Khemia'' games, with ''Iris 2'' being far and ''away'' the darkest of the entire lot and the darkest game of the franchise, and the first ''Mana Khemia'' running a close second in its last act.
* {{Determinator}}: The series has had a surprising number of these over the years, partially because of where it sits on the [[SlidingScaleOfIdealismVersusCynicism Sliding Scale]]. Has become a little more obvious with the advent of the ''Atelier Iris'' sub-series.
** Perhaps shockingly, the first Determinator in series history is, of all people, the titular heroine of ''Atelier Elie''. Consider: she begins the game still recovering from the effects of a disease suggested to be similar to scarlet fever, and assuming the player [[MultipleEndings plays for a good ending]], she will overcome this, overcome a somewhat disadvantageous initial ranking in the academy, manage to run a business and maintain her academy standing at the same time, overcome [[spoiler:vampires, sea dragons and [[EvilTeacher potentially psychotic instructors]]]] standing in her way, all to become the finest alchemist Salburg has ever seen [[spoiler: and thank the woman who saved her life]] - and she never, ''ever'' gives up on her dream, which is the theme behind the entire game. Heck, despite the soft music and narration, the very opening of the game has the message that you can't pursue your dreams if you give up!
** Klein of ''Atelier Iris 1''. What's that? Avenbury is sealed? We've got the BigBad running around planning terrible things? [[spoiler: The girl I've fallen in love with seems doomed to die if I stop the BigBad? Said BigBad is in fact unleashing a horrible beast borne of an alchemic experiment gone horribly wrong that will destroy every single thing I know, love and hold dear?]] The heck with all of that, I've got ''alchemy''. Let's do this.
** Felt of ''Iris 2''. My home and dearly beloved are threatened with, well, nothingness? The world below is [[CrapsackWorld a festering pit of hate, war and recrimination]]? What I do, alchemy, is considered the art of the devil? The BigBad [[spoiler: is being manipulated by a sword like mine, but gone mad?]] Yeah, not a bit of that is going to stop me from setting every single one of those things right.
** And then the titular heroine of ''Atelier Annie'' manages to poke fun at this idea. Annie isn't keen at all on having to do alchemy for years on an island her grandfather sent her to, until she finds a purpose to it all! One that she will never back down or waver from! That purpose? [[RagsToRoyalty To win the alchemy contest and thus marry Prince Joel]], [[TheSlacker thus allowing her to live the life of ceaseless, careless luxury she's always wanted and allowing her to never work again]]. [[BrokenAesop Uh...]]
*** Of course, [[spoiler: her hard work ends up influencing her no matter what ending you go for.]]
*** And then there's another character in the same game, [[spoiler: a certain redhead who puts on a devil-may-care facade but may well have another purpose that she absolutely will not back down on, no matter what...]]
** Meruru of [[VideoGame/AtelierMeruruTheApprenticeOfArland the titular game]] is established early on as having a flighty personality, but she's absolutely ''determined'' to become an alchemist. And as time goes on, she becomes determined to help the citizens of her home, as well.
* DudeLooksLikeALady: Eleore of the still-Japan-only ''Atelier Liese'' fits this trope to a T, to the point where he cultivates his ambiguous appearance in order to catch people off guard and confuse them about his intentions.
** Funnily enough, the lead character of ''Atelier Annie'' is very much a {{Bifauxnen}}; most people's first reactions on seeing her was "That's supposed to be a ''girl''?!" She gets this reaction quite a bit ''in-game'' too, much to her chagrin.
* DungeonShop: That would be you (to varying degrees). Most obvious in ''Atelier Violet'', where you actually have some degree of control over the shop.
* EmpathicWeapon: The Azure Azoth from ''Atelier Iris 2'', and Sulpher from ''Mana Khemia''.
* EnemyScan:
** One of Witos' skills from ''Atelier Judie''.
* ExpositionFairy: Hilariously enough, the series uses '''actual''' fairies for this purpose. You often get a single fairy in the early games who explains how fairies can be "rented" to help around the atelier; ''Atelier Iris 1'' and ''Atelier Annie'' feature Popo and Pepe, respectively, who exist purely to explain game mechanics to the player.
** Popo in [[VideoGame/AtelierIrisEternalMana Atelier Iris: Eternal Mana]] has other qualities (he heals the party at save points for instance).
* {{Expy}}: The series usually avoids this, but in the case of ''Atelier Annie'', when the new art for an older version of Liese Randel was released, any half-informed anime fan couldn't help but notice that she looks ''[[http://atelier-ds.jp/annie/wp/wp_14_1024.jpg almost exactly]]'' like Signum from ''Franchise/LyricalNanoha''.
** Liese Randel was in fact, an expy of Minakami Misao from ''LightNovel/AsuraCryin'' (only with redder hair), in which the light novel illustration was done by Nao Watanuki (the same character designer of the Atelier games which feature Liese). Coincidentally(?), the anime adaptation of ''LightNovel/AsuraCryin'' was done by Creator/SevenArcs of ''Franchise/LyricalNanoha''' fame.
** Ash in ''VideoGame/{{Atelier Iris 3|Grand Phantasm}}'' is basically the exact same character as Arlin from the first ''Iris'' game, albeit an antagonist this time. So are Crowley [[spoiler: or should I say the Shadow Gem possessing him]] and Mull from the same two instalments, although Crowley isn't a SmugSnake (whether or not he reaches MagnificentBastard is up to you) or a CardCarryingVillain, thus making him a much better character.
** Also, while Gust has never come out and said it, a lot of people rather suspect that the "Salburg" of the classic games is based ''very'' heavily on the real life city of [[http://en.wikipedia.org/wiki/Salzburg Salzburg]].
* FantasyGunControl: A fairly odd case. "Explosive powder" is a very common and easy to make item, and the bombs you can make get rather powerful; cannon are also mentioned briefly in the Salburg games. The guards and armed forces of the various cities in the classic games ''never'' use even an arquebus, however. The later games go kind of all over the place with it and make it even weirder; on the one hand, [[VideoGame/AtelierIris2TheAzothOfDestiny Poe]] prominently uses a "magic" gun, but none of the soldiers in that game use firearms at all.
** ''VideoGame/{{Atelier Rorona|The Alchemist of Arland}}'' finally does away with this, as befits [[VictorianBritain its setting]]; most of Cordelia's special attacks utilize her exquisitely-crafted pistol, and you do encounter enemies who are armed with guns. The other party members don't use guns simply due to a preference for other means of defending themselves.
*** Funnily enough, though, the trope then ''comes back'' after a fashion in the later Arland games; none of the party members in ''Totori'' or ''Meruru'', outside of Cordelia, use guns (and Cory isn't even playable in ''Meruru'') despite some of the enemies still wielding them.
* FetchQuest: Poked at and lampshaded in ''Atelier Iris 3'' wherein randomly generated quests that involve getting an item are directly labeled "Fetch". This is also part of the bread and butter of making money in classic Atelier games, with a twist: the items to be "fetched" are generally not available simply by punching {{Mooks}}. You have to gather the materials and then ''[[ItemCrafting make]]'' the item in question. This is a key in both random cash quests as well as quests that advance the plot.
* FieryRedhead: Liese Randel, of ''Atelier Liese'' and ''Atelier Annie''. She's a bit calmer in ''Annie'', but only a bit, and doesn't really take much crap from anyone and doesn't really take "no" for an answer. In her own game, she's even more forceful and is the hero to boot.
** Noin from ''VideoGame/{{Atelier Iris 2|The Azoth of Destiny}}'' also fits the trope nearly to a T.
* FishOutOfTemporalWater: How the eponymous character of ''Atelier Judie'' starts her adventure, due to a freak alchemy lab incident. Well, apparently [[MedievalStasis nothing much changed]] between the 7th century and the 9th century.
* {{Gainaxing}}: The manga of ''Atelier Marie & Elie'' uses a print version of this a ''lot''; even Elie isn't immune, however, which feels extremely weird given how in all the game artwork her bust is not emphasized at all.
* GameBreakingBug: ''Atelier Liese'' initially shipped with an absolutely stupefying number of fatal errors that would wipe your save data or cause the game to hard lock; while a corrected version was eventually shipped out (and produced for hopeful localization), the press had already taken the game and company to the cleaners over the issues, which were by far the most serious defects an Atelier game had ever seen.
* GratuitousGerman: Used a lot in the earlier ''Atelier'' games, since the setting is meant to be a version of Renaissance Germany; it's meant to be breaking TranslationConvention since the characters seem to ostensibly speak German. This has essentially disappeared as of the ''Atelier Iris'' games.
** Ein/Zwei Zecksclaw? No?
** The opening theme song to Atelier Iris 3 starts with German.
** Despite being based on VictorianBritain, ''VideoGame/{{Atelier Rorona|The Alchemist of Arland}}'' has quite a bit of this, too.
** Hints of this in the first Mana Khemia, such as Vayne's finishing move being named "Einzelkampf".
* HopelessBossFight: Happens in all three Iris games, with Arlin in the first game, Chaos and Ardgevald in the second and Ash in the third.
* ImprobableWeaponUser: As the series has gotten older, a fair few of these, and their [[ImprobableWeapon improbable weapons]] have shown up, some cooler than others. Examples:
** Top credit currently goes to Gio of ''Atelier Rorona''; a CoolOldGuy who uses a ''[[AwesomeButImpractical sword-cane]]'' for a weapon.
** Kilbert's massive chunk of metal that passes for a sword in ''Atelier Annie''.
** The "Mechsword" in ''Atelier Iris 3''.
** Poe's crazy doomcannon in ''Atelier Iris 2''. You'd think the recoil from that thing would knock him into the nearest hard surface every time.
** And let us be honest: ''every single character'' in ''VideoGame/ManaKhemiaAlchemistsOfAlRevis'' does it, to a greater or lesser degree. (Ever seen someone use a '''''BagOfHolding''''' as a weapon?)
*** Other highlights include a hammer with giant retractable flails for the head, a possessed teddy bear, a transforming cat, and a spaceship. One recurring character also uses what appears to be a cylindrical hunk of crystal attached to a hilt as a sword.
* ItemCrafting: A cornerstone of the series' design. It's well worth noting that Item Crafting in [=JRPGs=], especially through use of "alchemy", became widespread after the release of ''Atelier Marie'' in 1997 which went on to casually sell a quarter-million units. Pretty much all modern JPRG crafting owes something to, or is directly a pared-down version of, the ''Atelier'' crafting system.
* KnightInShiningArmor: Many of the "freeform" early Ateliers have a character like this who can accompany the main character on out-of-town quests (as well as serve as a kind of love interest), with Enderk and Daglass in the earlier games and Marius in the more recent ''Atelier Liese''.
** Sterk from the Arland games is an examination of the concept; he ''wants'' to be a knight [[spoiler:and serves as a love interest for Rorona]] but he was born in an age where knights are becoming a thing of the past. His multi-game character arc involves his coming to terms with this and looking at what it really means to be a "knight".
* LargeHam: Vayne's dark-side's [[Creator/LiamOBrien English VA]] in ''Mana Khemia'' deserves a special mention for this. Beggur of ''Iris 1'' is also noted for this in the best way possible, especially in English.
* LadyOfWar: A '''lot''' of supporting characters across various games. Kyrielich from ''Marie'', Yurika from ''Elie'' (sort of), Katarina from ''Violet'', Fee from ''Iris 2''...
* LowFantasy: While the games are hardly gritty or cynical (just the opposite really), they are also generally low-blatant-magic, with a focus on creating items for your use to get things like "fire spells" and the like, are heavily dominated by humanity, and don't possess a scope that goes much beyond a single country or principality (in the earlier games this is part of the point; you're operating on a time limit so you don't have time to go WalkingTheEarth for whatever you need). One of the criticisms directed toward the ''Atelier Iris'' sub-series is that it tended very much away from the Low Fantasy roots of its predecessors, and ''Mana Khemia'' and the DS Atelier games (''Liese'' and ''Annie'') get credit for bringing the series back toward this; the dev team of ''Atelier Rorona'' [[http://atelier-ps3.jp/rorona/d-blog/index.htm openly stated]] that they intended to go back to this full-force with that game, which the Arland games did.
** The truly great irony is that, in the original design document (as revealed in the Atelier Series Official Chronicle), the Salburg setting ''was'' going to be very dark, gritty fantasy in the vein of ''{{Manga/Berserk}}''. The early visual concepts thrown around for Marie and crew didn't really line up with such a dark setting, however, and so the rough edges were filed off to turn it into the optimistic, hopeful concept seen in the final game. A few remnants of the old "dark" concept survive, though, such as the plague that struck Elie's hometown (though crucially, it was Marie who ''saved'' it).
* {{Mana}}: In the ''Iris'' and ''VideoGame/ManaKhemiaAlchemistsOfAlRevis'' games, anyway.
* MagicalGirl: Poin of ''Atelier Liese'' '''wants''' to be this. How much she succeeds is open to debate, especially since she seems to fixate on poor Liese as a rival and "villain" (at least until [[spoiler: Liese [[LoveFreak feeds her a sob-heavy version about why she ran away from home]] ]]).
* MedievalEuropeanFantasy: A bit more [[TheRenaissance Renaissance European Fantasy]] than straight medievalism, but for pretty much all of the games the trope fits. In the first five games, mankind has discovered gunpowder but hasn't yet mastered man-portable rifles; the Iris and Mana Khemia games tend to be a little SchizoTech. Out of nineteen games, only [[VictorianBritain the Arland games]] have really broken ranks on this.
** Interestingly, while a lot of Japanese MEF features a rather higher standard of health compared to what actual medieval Europe was like, in the Atelier games this is actually [[JustifiedTrope justified]] in that, well, with practical science-based alchemy being so prevalent, the standard of medicine is quite a bit higher in this setting than it was in real life. This is even a quest in the first game (where you have to create a medicine to save a friend from a crippling disease) and a plot point in the second, where the protagonist of that game was saved from death's door by the medical skills of the ''previous'' game's protagonist.
* MedievalStasis: ''Hilariously'' played with in various parts of the franchise. In the "classic" games from ''Elie'' on, this trope is generally averted because '''''you''''', the player character, are often discovering new items that become popular and imitated later on and are thus a force for change and progress. ([[MultipleEndings Generally]]). In ''Atelier Iris'', [[spoiler: things are in fact AfterTheEnd and the world is slowly regaining the progress lost when Avenberry fell]], and in ''Iris 2'' [[spoiler: the enforced stasis of both parts of the world is a large part of the ''problem'' and you, uh, [[NiceJobBreakingItHero inadvertently set up the catastrophe that precedes [=AI1=].]]]]
** ''VideoGame/{{Atelier Rorona|The Alchemist of Arland}}'' then turns this on its head. Arland has well broken past any Medieval Stasis, and that's a large part of the ''problem''; with so much new technology and progress, you have to prove the alchemy shop is worth keeping open at all. You have to ''cause'' a little Medieval Stasis just to survive!
* MultipleEndings: The earlier, freeform Atelier games had lots of endings; ''Atelier Elie'' had ''thirteen'' of them. Mostly abandoned with the later games but ''Atelier Liese'' and ''Atelier Annie'' once again feature them. ''Atelier Rorona'', as part of its "true back to the roots" design, was advertised as having '''''[[UpToEleven thirty]]''''' such endings (though whether this is true is up for debate). The other Arland games have similarly large ending counts.
* MythologyGag: Logy from ''Atelier Escha & Logy'' and Pamela Ibis from the Gramnad duology appear in ''Atelier Sophie''.
* NiceHat: This seems to be a requirement for being a heroine of a "main" Atelier game; every heroine has some bit of headwear that is prominent to varying degrees. Liese and Annie have particularly notable hats; Liese's is doubly notable as it disappears once she's no longer the main character in ''Atelier Annie''.
* NintendoHard: The third game of the series, ''Atelier Lilie'', has a reputation for being hellishly difficult to complete with any kind of satisfactory ending without a lot of planning beforehand and knowledge of how the game works. The optional material in many of the latter games tends not to slouch, either.
* NoAntagonist: For the most part, a lot of the games are about your character trying to prove themselves or reach some goal, with nobody actively trying to prevent you from reaching it. Some of the games do have antagonists, but they tend to be a GiantSpaceFleaFromNowhere that doesn't get revealed until much later in the game.
* NoFourthWall: Popo's amusing tutorials in ''Atelier Iris''.
** Also, during one scene in ''[=AI1=]'', Norn the Catgirl gets frightened by all the monsters in the woods, and asks to sleep in the same bag as Klein. She thinks it's innocent, but Klein gets the entirely ''wrong'' idea and says "[[MediaWatchdog No way! The ESRB would go nuts!]]"
* NoPronunciationGuide: Atelier is apparently pronounced at-l-yey, being a French word.
** The cast finally says the word in ''Escha and Logy'', and pronounce it pretty much how you'd read it in English (ah-te-lee-er). Usually it was called "workshop". In Atelier Sophie they say "Att-leer".
* OnlyKnownByTheirNickname: Many of the title characters are only called by their nickname and will usually say their full names only when introducing themselves. [[note]]For those curious: Marie = Marlone, Elie = Elfir, Judie = Judith, Rorona = Rorolina, Totori = Totooria, Meruru = Merururlince, Logy = Logix[[/note]]
* PokemonSpeak: In the ''Arland'' trilogy the Chims do this.
* RebelliousPrincess: [[spoiler: Liese of ''Atelier Liese'' is this. Mildly out of the ordinary in that she's leaving home without permission in order to earn enough money to pay off her father's crushing debt.]]
** [[spoiler: While she seems to have canonically saved her family from ruin, she continues this sort of behavior in ''Atelier Annie'', having apparently given her parents the flip to go participate in the Sera Island alchemy tournament. Despite outward appearances, though, her motives don't seem to be driven entirely by money this time...]]
* ReluctantMonster: Pamela, who appears in multiple ''Atelier'' titles, is a ghost who either denies she is a ghost or doesn't want to believe that she can be unsettling to the living. Also, the "demons" portrayed in the manga version of ''Atelier Marie & Elie'' [[OurDemonsAreDifferent don't seem like such bad guys, most of the time.]]
* TheRenaissance: The architecture, clothing (mostly) and government in the first five games is meant to feel like Renaissance Germany - specifically post-Westphalian Baroque Austria, [[LighterAndSofter sans the rampant warfare and killing]], complete with some words being pronounced in a GratuitousGerman style (see SpellMyNameWithAnS, below). The Iris games and beyond tend to be a bit more blatantly fantastic with their settings but still retain some elements of this. The Arland games, meanwhile, go in a [[VictorianBritain different direction]].
* RunningGag: Player characters often shout "[[CaptainObvious Barrel]]!" whenever the player searches one. Yes, this dates all the way back to Marie.
** The Arland games have a running gag involving Sterk and his "scary face."
* SchizoTech: Assiduously averted in the first five games (''Marie'' to ''Violet'') as all of them maintained a more or less realistic technology level for [[TheRenaissance their settings]]. Some of this began to creep into the games with the advent of the ''Iris'' sub-series, however (although it never got as bad as in ArTonelico).
** This is all ''[[LampshadeHanging poked fun at and lampshaded]]'' in ''Atelier Rorona'', where a previously Renaissance-level civilization has discovered the ruins of a [[{{Precursors}} more advanced culture]] and is slowly integrating technology as it is understood. By and large they have so far advanced to [[VictorianBritain the steam age]] and firearms are becoming increasingly common, but a few more advanced pieces of technology appear throughout town, like ''a computerized bulletin board, complete with touchscreen'' in the town square.
* SharedUnusualTrait: Both Ingrid and Helmina of the original series have this, in the form of heterochromatic eyes with one being gold; [[spoiler: so does a significant portion of the population of their home city-state of Kentinnis, for that matter. It's a genetic quirk among the Kentinnisans; those without heterochromia tend to have straight-out golden eyes like Lilie does.]]
* SlidingScaleOfIdealismVersusCynicism: Pretty much every single entry into the franchise is deliberately slammed just about the ''entire way'' toward idealism. There is '''''no''''' problem that cannot be solved with the proper application of science, logic, and faith, and the life of your fellow man can ''always'' be made more pleasant. Even in the few games where the situation can look dark and grim, the protagonists do not lose hope because they ''know'' that the world can be made a better place, [[{{Determinator}} though the work of their own hands, however small]]. The games are relentlessly optimistic in tone - practically to the point of some accusing them of being [[TastesLikeDiabetes rather too sweet]].
* SmugSnake: Many of the villains. (This makes punching their faces in highly satisfying.)
** Whenever you get to, that is. BigBad Mull in ''Atelier Iris 1'' is never fought by the heroes, [[spoiler: having been [[EvilIsNotAToy annihilated]] by [[SealedEvilInACan Amalgam]] previously]] (although this was probably to demonstrate [[spoiler: Amalgam]]'s power). Neither is Theodore in the prequel, although [[DirtyCoward he'd]] [[JustifiedTrope probably be a major]] AntiClimaxBoss.
* TheSmurfettePrinciple: Inverted, the protagonists are usually female. However, the Atelier Iris Trilogy and the Mana Khemia spin-offs have male protagonists. This also can apply to the latest game, Escha & Logy, where one of the {{Main/Deuteragonist}}s, Logy, is male.
* SpellMyNameWithAnS: The literal version, as "Norudisu" of ''Atelier Elie'' and related works (such as the ''Atelier Marie & Elie'' manga that has been relased in the U.S.) suffers from the exact same problem as a [[VideoGame/FinalFantasyVII certain other famous video game character]] who's name ends with "su". This is so bad and consensus is so nonexistant that even Tokyopop changed the spelling of his name between volumes of the manga (the only English medium the character has appeared in thus far) from "Nordith" to "Nordis"!
** This problem exists for a whole bunch of other characters and places, particularly for ones who don't really have a game released in the United States yet. Is a support character in the first two games meant to be My or Myu? The first one is how Gust likes to spell it but it leads to certain [[{{Engrish}} grammar issues in text]]. How about "Hermina" versus "Helmina"; even worse in that both are ''completely valid'' options? Is the last name of the titular character of ''Atelier [[strike: Lise]] Liese'' "Lander" or "Randel"? In the same game, is the region the game takes place in "Ordre", "Oldor", "Ordor", "Orudoru"? And so on and so on. Gust Inc. itself often doesn't help matters either - they like to spell the name of the heroine of the fifth game as "Viorate", despite the fact [[{{Engrish}} that the name they're aiming for is fairly obviously "Violet"]] (which is what VideoGame/TrinityUniverse's English version went with).
*** For some of the above examples, ''Atelier Annie'' eventually came down with "Randel" and "Orde", which work... along with ''Liese'' for the protagonist of ''Atelier "Lise"'', creating a little confusion as to what ''Annie'''s prequel should be called.
*** NISA is also proving to be a little inconsistent with names for characters from unreleased games in the "music DLC" for the latter [[VideoGame/AtelierTotoriTheAdventurerOfArland Arland]] [[VideoGame/AtelierMeruruTheApprenticeOfArland games]] - in the Meruru DLC, Violet is named as "Violette", Liese is named ''back'' to Lise (and was "Lize" in the Totori music DLC!) and Lilie is "Lily".
** This is especially hilarious for the name of the principality in which the first three games (and the manga) take place in - ever since the beginning of the series, Gust Inc. has spelled it "Salburg" and even [[http://www.salburg.com runs a website]] bearing that name. Given that the setting is meant to be vaguely like Renaissance Germany, however, the pronunciation in katakana features a "za" instead of a "sa"; ergo, the name of the city is rendered by Tokyopop and some fan translators as "Zarlburg". Apparently Americans are too dumb to understand GratuitousGerman pronunciation.
** Taken to ridiculous levels in the first Mana Khemia, where the English localization sees half of the main cast's names either changed outright or rearranged. "Vain Aureolus" became "Vayne Aurelius", which is fine, and Roxis and Anna both have pretty understandable translations... but then you have "Philomel Hartung" becoming "Jessica Philomele", "Gunnar Damm" becoming "Flay Gunnar", and good GOD, poor Nikki! Her English name of "Nicole Mimi Tithel" is a bit odd, but in the original Japanese it was "Titil Mimi Nike Mele"!
* {{Stripperific}}: The series tends to yo-yo on this a little. While the heroine of the original game, Marie, wore an outfit whose chest can best be described as [[http://static.tvtropes.org/pmwiki/pub/images/marie.gif "liberal"]], and several other heroines (Judie of her own game, Lita from ''Atelier Iris'', and the Iris from ''Atelier Iris 3'') all have somewhat revealing costumes, in general the rest of the heroines in the series tend to be very tastefully and possibly even conservatively dressed. The best examples are [[http://static.tvtropes.org/pmwiki/pub/images/elie.gif Elie]] and [[http://static.tvtropes.org/pmwiki/pub/images/viese.jpg Viese]] from ''Atelier Elie'' and ''Atelier Iris 2'' respectively; they're dressed in such a way that aside from their hands, the lowest you can see exposed skin is the '''neckline'''. And these are not low necklines.
** [[VideoGame/AtelierMeruruTheApprenticeOfArland Meruru]] has nothing covering her legs except for an extremely short pair of ModestyShorts.
* TimedMission: Most games have a fixed deadline (usually three or five years, in-game time) within which you must complete the overarching goal of the game in question. They may also provide smaller missions that must be completed within a couple months or so.
* TranslationConvention: Given the lengths to which the earlier games of the series attempt to evoke that "Renaissance Germany" feel, it's generally assumed that characters speak German or something similar in the context of the games. In many Salburg games, even parts of the interface are in German.
* {{Troperiffic}}: The very first game of the series, ''Atelier Marie'', has a lot of fun with this: the intro appears to be lifted directly from ''Roleplay/RecordOfLodossWar'', "Light And Darkness" and all, and seems to be setting up an incredibly cliched experience... then the game reminds you that 99% of the population of this world ''isn't'' a world-saving hero and just goes about their normal lives. [[TheEveryman And that you're one of these people]]. Cue title screen and the surprise of many 1997 gamers.
* UnfortunateNames: One would think that one of the reasons ''Atelier "Viorate"'' never left Japan is due to the name of the heroine, never mind that a more accurate romanization would be "Violet".
** Esty Dee in the Arland games is just as bad, but in a game that's actually been localized. Thing is, NISA actually changed Esty's last name ''to'' Dee just to make this joke.
* UniqueItems: ''Atelier Iris'' has a few ultimate items. Each of them can only be made once, even through different playthroughs of the game.
* UpdatedRerelease: Particularly {{egregious}} with ''Salburg'' games. Just ''how many'' Marie/Elie games are there?
* VisualInitiativeQueue: Beginning with ''Iris 2''.
* VitriolicBestBuds: Violet and Brigitt from ''Atelier Violet''. [[LesYay Brigitt even has her own ending]].
* WidgetSeries: A lot of debate as to whether or not this even applies. Many in the industry certainly seem to think so, given the obstinance with which they refuse to bring over the earlier games; however, those very earlier games especially were meant to be as ''Western'' as possible to Japanese audiences what with the [[LowFantasy down-to-earth plotlines and characters]] and conspicuous [[GratuitousGerman non-Japanese language]] and all. The ''Iris'' games and ''Mana Khemia'' tend to be a little weirder, but not confoundingly so by any measure.