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Video Game / Mana Khemia: Alchemists of Al-Revis

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Don't forget to take your sword to school!

Mana Khemia: Alchemists of Al-Revis is a Fantasy RPG video game, a subseries of Gust's Atelier Series series of games based on the concept of alchemy. In this case, the focus is on Al-Revis, an academy for alchemists.

The main character is Vayne Aurelius, a boy with a Mysterious Past that he himself is unaware of, since he grew up without company except for his Mana, Sulpher, a talking black cat. Vayne is found by one of Al-Revis' professors and is invited to join the school. The game follows his attempts to fit in it (complicated by the fact that his timidness and desire to help others make him a doormat) and the slow discovery of his personal past.

Playable characters besides Vayne include:

The game covers three years of Academy Terms, split down into weekly events. Naturally, being an RPG, the school's "assignments" often involve a lot of Dungeon Crawling.

The direct Sequel, set about 15 years after the end of the game, goes by the name of Mana Khemia 2: Fall of Alchemy. There was also a port of this game for the PSP, entitled Mana Khemia: Student Alliance.

Tropes featured in this game (Note- Please post any character-specific tropes on the characters page!)

  • Accidental Misnaming: Flay refers to the Quirky Miniboss Squad as the "Mook Squad".
    Tony: Who are you calling a mook?!
  • Adults Are Useless: The faculty at Al-Revis are good at teaching, but not very good at helping the students with their problems.
    • Amusingly subverted in one scene where an old codger who hasn't made any sense up until now proceeds to humiliate Tony with a cane when he was trying to cheat in the school trivia contest.
  • All of the Other Reindeer: Painfully applied in the last chapter.
  • All There in the Manual: Something's up when all the other characters are given a blood type and Vayne isn't.
  • Amazing Technicolor Battlefield: Any battle when you fill up the burst gauge. Also, the final boss battle; doubly so if it uses a skill called "Lightless World," which on the subsequent turn will turn the battlefield glowy molten red.
  • Anime Theme Song: "Run For Your Life", by Haruka Shimotsuki.
  • Anti-Grinding: The game lacks a traditional level up system. Instead there's the growth book system where you spend AP to boost stats. To access these upgrades you have to craft certain items and these items can't be crafted until a certain point in the game, meaning it's impossible to grind your way to big stats.
  • Arbitrary Headcount Limit: You have eight party members. You have three on vanguard lines, and three in the support lines. These switch in and out at will during battle. What are the other two doing? Sitting out, we guess. Why? Hell if we know, because they regain SP and HP slower than they would if they were in Support.
  • Archenemy: Spoofed twice; once with Tony and Flay; the other pairs Flay again with Vayne, at the end of Flay's character quests and ending.
  • Ash Face: A recurring part of Jessica's character arc, as she tends to cause explosions.
  • Awesome, but Impractical: The Summon Meteor and Heaven's Gate skills.
    • Summon Meteor does exactly as it sounds, but it costs 300 SP, where even in late game the characters' SP's can't reasonably afford casting it. It's slow to take effect, and the wait time after using it is pretty long, so it's not worth the damage it does.
    • Heaven's Gate has a pretty nice animation, an awesome name, and takes out a set percentage of HP. Problem is, by the time you can synthesize things with Heaven's Gate, it's useless on most enemies, who are either resistant/immune/not worth using it on.
  • Babies Ever After: Nikki's ending.
  • Bad "Bad Acting": Flay's first character quest...
  • Battle Theme Music: A boatload, some of which is pretty damn awesome.
    • For normal battles, we have Splendid Force (Freshman battle theme), Repulsion (Sophomore battle theme), and Disruptor (Senior battle theme).
    • For the game's resident Bosses in Mook Clothing, we have The Menace.
    • For storyline bosses/sidequest bosses, we have Running Shadow and Hallucinate Bell.
    • For Tony/Renee/Roxis (aka the "Mook Squad", as Flay calls them) we have Crystalized, which is actually a Boss Remix of Roxis's Leitmotif.
    • For the boss of Chapter 10 and 11, we have Nefertiti.
    • Penultimate (possibly final) boss gets A Gap to the Darkness.
      • Listen carefully, it's another Boss Remix! This one is Vayne's Leitmotif, which is fitting, since Vayne himself is the boss.
    • The True Final Boss boss gets STIGMATA.
  • Be Careful What You Wish For:
    • Subverted with Theofratus, whose fate is exactly what he was wishing for. Played straight later in the game, though then again, the subconscious wishes from the heart are also a tricky thing...
    • Never wish to be alone. You might not like how it plays out.
  • BFS: Flay's mechsword. Anna's katana is longer than she is tall. Also, Vayne can transform himself into a huge sword, or wield one in his Finishing Move. And Renee from the Quirky Miniboss Squad, as well as some generic student enemies.
    • And when we say Vayne's sword is big, try about 6 or more times his size.
    • And a Boss is one.
  • Bittersweet Ending/Downer Ending: The bad ending, which is, you know, bad.
    • Jess's ending isn't much better. After the credits, we see her taking medicine in a bed (implying her condition has worsened) and Vayne tells her that this one will be the cure.
  • Bizarrchitecture: Considering the island is created by alchemy, any of the natural landscapes could also apply. And they definitely do apply. Floating midair platforms, endless underground levels, and some seriously big trees are the least of what you see here.
  • Blessed with Suck:
    • Pity the poor fool who pacts with the Mana of Light. On one hand, yeah! You get combat abilities far surpassing what one could have without a Mana! And you become pretty awesome! On the other, be prepared to be (possibly publically) humiliated (on a huge scale) whenever the Mana is bored and is in need of entertainment (often).
    • Also Vayne, whose powers bring him nothing but trouble.
  • Blue-and-Orange Morality: A slight variation, but because they have such low population Beastmen view love differently. In Nikki's case, she's fine with multiple husbands so long as they give her a bunch of children.
  • Boarding School: Setting of the game.
  • Bonus Dungeon: After beating the game, you can unlock a bonus dungeon filled with tough enemies, powerful equipment and the toughest bosses the game has to offer.
  • Boss in Mook Clothing: They get their own battle theme and overworld sprites to boot!
  • Boss Rush: The first half of Heart's Prison has the party take on certain storyline bosses for a second time.
    • Justified in that the Bosses involved in the rush are memories of when Vayne used his powers (but not all memories of them). In order: the Huffin tree, fighting the Great Beast, and the awakened Mana. However, the first battle makes little sense; the first battle is against Tony and Renee, but in the main storyline, only Roxis was fought during the Huffin event- it might be that if they'd fought a memory of Roxis, the party would've clued in sooner.
  • Broken Bridge: most of the outdoor locations are in plain sight in the Academy Map. However, players won't be able to visit them until the story requires them to. Notorious are the "sequential" dungeons (Mana Ruins, Dragon's Grave). In these dungeons, the exit to the next area can be in plain sight (the Outskirts-Interior Heights for the former, for example), yet the player isn't allowed to go in any further until the story requires them to. Slightly justified by the academy prohibiting students from going into areas out of their experience.
  • The Chew Toy: Vayne, somewhat due to his extreme doormat-ness. Also, Roxis, who never seems to be able to catch a break. (partially because of his own Mana, who enjoys watching him suffer). See: Roxis' first and fourth Character Quest (the fourth in particular); Pamela's fourth Character Quest; a scene that activates around mid-game in the workshop involving Jess; discovering him fainted, foaming at the mouth out of fright in Chapter 3 (He seems to have touchier nerves than others, seeing his reactions to Pamela/his Mana/Flay's appearances out of nowhere).
    • And, to a lesser extent, Nikki, who constantly finds herself being forced to drink Jess's...medicine. She's often found unconscious. At least once, it's lampshaded as a punishment.
  • Chick Magnet: Gender inverted, with Pamela being quite popular with the male crowd, even monsters. Also, Nikki. Hoo boy. This gets her into trouble during at least one of her Character Quests.
  • Contrived Coincidence: Theofratus' attempts at healing Jessica (it got a lot worse for her) caused him to view himself a failure, seeking a way to end his own (implied to be long) life, leading to Vayne being "born". And then it just so happens that Jess is the first person that Vayne befriends in school.
  • Combination Attack: The Variable Strike. It doesn't matter which characters are used for the attack as long as the last one in the chain will be Vayne.
  • Crapsaccharine World: Al-Revis looks like a pretty good boarding school. That is, until you visit the dungeon, and talk to the captured monster, hear her plead for you to free her (and mention her children must be hungry), and realize there's nothing programmed into the game that allows you to free her.
  • Cute Monster Girl: Pamela; also Nikki and the other Beastman girls. And then there are those angel and demon enemies...
  • Cutscene Incompetence: "That's a large number..." One boss fight later. "That's about half, I think." "Grr, this is annoying!" "And it's right in front of us too..."
  • Dark Is Not Evil: It only wants to grant wishes, that's all...
  • Death Is a Slap on the Wrist: When your party dies, you conveniently wake up in the school infirmary, none the worse for wear - unless you died in a story important battle, where you get a game over.
  • Defeat Means Friendship: Not quite friendship, but you get Roxis in this manner.
  • Delinquent: Frequently enough for the Defender of Justice, at least until his second-to-last Character Quest. Also, Jess confesses to being one before being accepted into the academy.
  • Disc-One Nuke: Grand Ray, which has 100% chance of Knockback.
  • Dramatic Wind: There has to be some reason that certain characters' hair and outfits billow around in battle while others in the same environment don't...
  • Dreadful Musician: The kids in the Music Room.
  • Dual Boss: the tournament in the first School Festival. Also, Tony and Renee are almost always fought as this, unless the latter summons her Mana.
  • Duel Boss: Comes up in Flay, Anna, and Roxis' final character quests.
  • Dumb Muscle: Also Flay.
  • Dump Stat: Jess, Pamela, Roxis and Muppy use magic for everything, including standard attacks, which makes their attack stats useless. Once Pamela gets Physical Immunity her defense stat has no point either.
  • Early-Bird Cameo: the brief montage of the school when Vayne first arrives shows the first four party members that he will befriend, some of the teachers, as well as the Goldfish Poop Gang. Especially notable as this is Pamela's first appearance, before her formal introduction in Chapter 3.
  • Eldritch Abomination: The final boss, as well as its Superboss Palette Swap, "Pain". The latter was even described this way:
    The strongest, worst thing in the world. A concentrated mass of power, this being hints that the end of the world is near...
  • "End of the World" Special: Wouldn't you believe it, this shows up near the end of the game.
  • Enemy Mine: If the player really counts the Quirky Miniboss Squad as real "enemies". At the end of Chapter 8, the workshop goes off into the monster-infested depths of an abandoned schoolhouse to find a rare flower that just so happens to be the cure for an ailing friend. In an...egregrious case of Cutscene Incompetence (we just killed the biggest monster there was here!), after killing the chapter boss, the party says that there's too many monsters (onscreen: four red monster symbols signifying normal encounters). Cue Renee and Tony, who, under orders, come to assist them. Not very heroically either; the party's reactions are, amusingly enough: "Not now..." "We don't have time to play with you!"
    • The scene's also rather amusing because Tony barges in and all but shoos them away even though the party says that the two'll probably need their help. Pride makes himself known: "There's no way in hell I'd fight alongside you!" Of course...
      Renee: ...Umm, maybe you shoulda been honest and let them help.
      Tony: Don't be stupid! Coming to their rescue to ask for help? That's just uncool.
  • Exactly What It Says on the Tin:
    • The Final Boss, "Crazed Eye(s)". And Living Bomb. And Kamikaze Doll. And so on.
    • The so-called "trivia" questions in the School Trivia contest somewhat fall into this, much to the surprise of the contestants.
  • Expy: Melanie, the school nurse, is a dead ringer for Justice High's school nurse Kyoko. Just as bootilicious, too.
  • Extreme Doormat:
    • Both the school principal and Professor Zeppel lack backbone.
    • Vayne. About two thirds of the character sidequests involve his friends browbeating him into doing something.
      Vayne: Just... please be gentle.
  • Face Palm: The Vice-Principal does this fairly often.
  • Familiar: The Mana, which are Elemental Embodiments of their respective element.
  • Faking the Dead/Faux Death: Vayne, run far away should Flay ever come up with an idea he won't explain to you.
  • Fantastic Racism: Mana were experimented on loooong ago. One that breaks free ends up fighting the party out of revenge. Also, in the last chapter of the game, upon discovering that Vayne is a Mana, everyone but his friends fears/hates him/blames him/accuses him/etc etc etc.
  • Fetch Quest: if the side missions don't involve fighting optional bosses, they would fall into this category.
  • Finishing Move: The aptly named Finishing Bursts. Which range from looking awesomely pretty/shiny, to...somewhat strangely hilarious (Ruler's Prison anyone?), to...kinda bland. (looking at you, Flay)
  • Floating Continent: The school grounds are held up by a Wind Mana.
    • Well, that ends in "The Fallen School of Alchemy", as opposed to "The Alchemists of Al-Revis".
  • Friendship Moment: Endgame speech from select party members to Vayne.
    • Many of the character's final character quests apply too: notably Jess, Nikki, Roxis, get the point.
  • Functional Magic: Alchemy.
  • Fusion Dance: Jess's finishing burst has her fuse with her mana. See Power Gives You Wings below.
    • Also, Anna's Finishing Burst fuses her with her mana, making her older. (Symbolic in that hers is the mana of dreams/illusions.)
  • Game-Breaking Bug: Good luck completing the Bonus Dungeon without the game crashing at the start of every battle.
  • Gameplay and Story Segregation:
    • Some of the character sidequests seem to clash with the main storyline, for being too absurd (like Muppy's, who at one point holds the Principal and Jess hostage and threatens the World, but is Easily Forgiven) or contradicting later events (like Jess's, where the characters find she's dying, but later when confronting Isolde, seem unaware of it.) It's very likely they might not be intended to be completely canonical. Certainly, it is not possible for the Multiple Endings (which conclude the quests) to all occur. Even Jess has a problem with Muppy's third character quest.
      Jess: "Everyone's okay with this kind of resolution?!"
    • During an optional scene, Pamela states that she can't change her clothes due to being a ghost. However, you can still change her equipment just like the other party members.
    • The Principal's office. Should be an important location in school, right? Teachers come and go here, of course, and the party even went there themselves to enroll Muppy. And when Vayne enters his senior year, exploring the new areas (God's Scar and the Clocktower) reveal that the office is in fact inside the latter. What's the problem here? There are two, really: One, okay, so it may be excused that Flay being a senior allows the party to automatically access the office (hence the Muppy sequence), but number two, gaining access to the office itself requires reaching the tower's "summit" and pressing the twin switches there.
  • Get A Hold Of Yourself Man: Used at least twice, once from Ernentraud to Bernard ("Get a hold of yourself. You're the principal."), and once from Flay to Vayne...while One More Ending is playing.
  • "Get Back Here!" Boss: The target of Lorr's last (Chapter 11) lesson will run away after a certain number turns. To get the best score, you have to kill it before it escapes.
  • Gone Horribly Right: In a cutscene by visiting the workshop, Jess offers Roxis a potion to give him more energy. It worked. A week later, it's still working. Very well.
  • Graduate from the Story: Well, we're in an alchemical equivalent of a high school. Hmm.
    • Partly subverted by Flay. When you enter your Senior year, you think he's graduated...but it turns out he's flunked AGAIN. ON PURPOSE!
  • Gratuitous German: All over the place, in the names of monsters, attacks and materials, also quite a lot of the original Japanese character names sound distinctly German. The most egregious example might be a material that looks like a sheet of paper, but is labeled as "Zettel"... by which it's Exactly What It Says on the Tin, but for whatever reason, the localisation team decided it should be a German tin.
  • Green-Eyed Monster: A literal case as one of the monsters in the Resource Center kidnaps a student and tries to kill you because it was jealous of Pamela hanging out with others.
  • Guide Dang It!: You know how you need to do every character quest for, at least, one party member to avoid Vayne's death? Each quest has prerequisites in optional scenes you stumble upon by just visiting an area at the right time (like visiting the incinerator during Chapter 2 for one of Flay's).
  • Guys Smash, Girls Shoot: Averted. Your party's a balanced mix with the only 'smash' character being a girl, and all the generic human enemies are a support magician bloke and a gal with a BFS. It draws attention to this trope's prevelance that the exact opposite is so surprising...
  • Hammerspace: Jess's bag. She even gets a weapon called the Dimensional Bag. Also Muppy's UFO. With certain attacks, he can even conjure a very large rocket launcher, from the inside. It's also been demonstrated that he can fit at least two of the party members in there, as well as that "thing" he uses in Ruler's Prison, his Finishing Burst.
    • Funny to note that, Jess even manages to pull Muppy himself out of the bag. Vayne was the only one in the scene who found this weird, aside from a shocked Muppy himself.
    • Bonus points for one of her specials actually being to pull a hammer out of the bag. The hammer is noticeably much longer than the bag could possibly hold.
  • Hey, You!: Muppy and Nikki barely refer to each other by their names.
  • Hopeless Boss Fight: But it doesn't last very long before you get yanked back to the overworld map to see a cutscene unlocking a new ability for use in battle, allowing you to proceed to beat the crap out of the boss.
  • Hot for Teacher: Zeppel thinks Vayne is into this when the latter asks him about Nurse Melanie's favorites in food as research for an assignment. Can't blame him for thinking that, though.
  • Idle Animation: Both in and out of battle.
  • If I Can't Have You…/Taking You with Me: Spoofed in a Character Quest, where an NPC, thinking that Nikki and Vayne are going out, tries to do Nikki in. Of course, they weren't in any sort of danger, comparing the workshop's strengths to the NPCs...
  • "I Know You're in There Somewhere" Fight: the Final Boss
  • Inexplicable Treasure Chests: From a mountain range that the school often uses for athletic classes, to the school library, to the very definitely final dungeon the first half of which is a conglomerate of several past dungeons because they're memories - of course, it somehow manages to have the recipes for the best equipment in the game in treasure chests that definitely weren't there before.
  • Infinity +1 Sword: The Bonus Dungeon has recipes/copies (depending on which version you're playing) of better armor, weapons, and accessories than those found in The Very Definitely Final Dungeon, and far better materials. Some of these equips have ridiculously broken stats.
  • Insistent Terminology: Early chapters have Flay constantly refer to the workshop as the Bat Flay Cave.
    Jess: But it's not a cave...
    Flay: What do you know about secret bases?!
  • Instant Expert: Subverted in Anna's case. She first is implied to be one of these when she joins the academy and immediately performs high-level synthesis on par with the characters from a grade above hers. It's then revealed in a character quest that she actually has no idea what she's doing and was simply copying her classmates, leading to poor grades when studying on her own. She is thus forced to learn the process of alchemy from square one, learning it the hard way just like everyone else.
  • In-Universe Game Clock: On the upper right of the screen while exploring a dungeon, there's a clock thing, which has a pendulum. Said pendulum goes from one side to the other in roughly...about one and a half seconds? Apparently, each swing of the pendulum is roughly five ingame minutes.
    • And running from battle, even if you get the first move and don't take many cards to get there (each card is one minute), costs you one hour.
  • Invisible to Normals: The Mana have this as a trait, which also explains why no one can "accidentally stumble" into the academy (Alchemy is a closely guarded secret from those who may abuse it): the floating school is held up by a Wind Mana.
  • Irony: many examples.
  • Item Crafting: It's a spinoff of the Atelier series. It's also based around alchemy. Do the math.
  • It Has Been an Honor: During the Tournament Arc, Flay had to find a replacement for Vayne temporarily. He manages to recruit the referee. After Vayne returns, the referee responds with this line.
  • Kick the Dog: Tony and his burning of the Huffin tree on Chapter 2, just so other students (specifically Vayne and co.) wouldn't be able to acquire the ingredient. As a consequence, we're treated to a not-so-subtle foreshadowing of Vayne's power.
  • Large Ham: English voiced "The Other Vayne" is...quite hammy.
    • Flay, especially English-voiced, is king of this trope. "STRIKE OF JUSTICE!"
    • Tony's English-voice is particularly hammy, sometimes to the point of reminding this troper of a stereotypical "gangster."
    • Fairly typical, but the Emcee for the trivia contest.
  • Laser-Guided Amnesia: Pamela can't remember her own personal past, but remembers a lot of other things.
    • Who says she's not lying? Though, it's implied that she's been a ghost so long she's forgotten...
    • Vayne can't remember anything about his life before meeting Sulpher. Not that there's much to remember.
  • Law of Chromatic Superiority: Flay is a big believer in this. Red is for heroes, blue and black are for sidekicks! Incidentally, his Defender of Justice mask, which he presumably chose, is blue, while Vayne's is red.
    • To be fair, Vayne is meant to take over Flay's position as the official Defender of Justice.
  • Lawful Stupid: Anna, and Roxis to a degree.
  • Leitmotif: Every party member, even the bosses have their own distinctive theme. That way you have an idea of what kind of crazy stuff's about to go down. This trend gets carried over in the sequel.
  • Legacy Boss Battle:
  • Lethal Chef: In the first School Festival, the students at the restaurant booth prefer the Principal's baking over the Vice-Principal's.
    • Speaking of lethal cooking, Pamela and Jess's potions technically count. Bonus for Jess actually having lunch that is...purple...and moving.
  • Loads and Loads of Loading: Sadly, the PSP port on UMD is riddled with this but according to RPGFan's review of the PSN paid download edition, the loading times were reduced, thus making that version tolerable.
  • Load-Bearing Boss: The final castle falls when you defeat the last boss. Justified, in that it's a castle created by wishes.
  • Love Potion: There's a recipe for one, but they reverse engineer it to make a Hate Potion instead. All to drive off the guys after Nikki.
  • Luminescent Blush:
    • The female characters are often shown having these.
    • Muppy. Literally, he lights up a paler pink all over!
  • Main Character Final Boss: The main protagonist Vayne Aurelis has powers that are very destructive, enough so that they can warp reality. If the player spends the entire game making Vayne antisocial and sleeping away all their free time instead of doing quests to strengthen bonds with other party members; they'll be on route to the bad ending route where he himself is the final boss. On the good ending paths, Vayne is only the first form but is eventually freed so he can fight the Crazed Eye -the embodiment of his power- as the second form of the final boss.
  • Marathon Level: The Mana Ruins; be thankful that it's been separated into three sections, though each are also a contender for the title. Ironically, it can be used as a shortcut to quickly finish Roxis' Character Quest 3.note 
  • Market-Based Title: The PSP port, Mana-Khemia Gakuen no Renkinjutsushi-tachi Plus (Mana Khemia: Alchemists of Al-Revis Plus) was released in North America as Mana Khemia: Student Alliance.
  • Meta Guy: Flay and Muppy occasionally make references to things like RPGs, B-movies, and anime.
  • Mirror Boss: The Final Boss is essentially your main character using some, if not most, of his skills.
    • The True Final Boss also summons shadow dopplegangers of other characters after he reachs a certain HP breakpoint to help in the battle. Said doppelgangers have the exact same abilities as your characters, so yes, Pamela is immune to physical attacks.
  • Moment Killer: Subverted in that nothing romantic actually came out of the moment (Jess just wanted to talk to Vayne alone, although the others thought otherwise), but still attempted by Flay, only to be stopped by Anna.
  • Monster Allies: Nikki can make use of these if she has "converted" them prior using Heart Cracker/Heartful Action.
    • A fair amount of Pamela's Cast from Hit Points spells involve summoning her monster friends. "Be nice~!"
  • Mood Whiplash: The first two thirds of the game are pretty happy. Then comes an end of chapter summary stating "This was the last time I really enjoyed being at school..." Cue the descent into depressing grounds, though it gets better...unless you get the bad ending.
    • Also, Muppy. What. Master of the moodswing non sequiteur, which is somewhat jarring when you're hearing Wailing of the Rain, a song that's otherwise reserved for serious/sad issues, while a pink blob is lamenting about how he'll never pick up an instrument again after his band broke up just because you decided to visit the music room. Humorous joke character indeed, able to make your head spin.
    • And then there's Jess' last Character Quest. Plenty of gags there, despite revolving around convincing someone that death is serious business...
  • Multiple Endings: With a vengeance. There's 8.
    • Strangely enough, most of said endings are ambiguous enough for all of them to be canonical.
      • Not Muppy's, having travelled to another planet and all that...
      • Well since Flay's ending has him conquering the world while you weren't looking, which might imply you weren't THERE at the time..
    • Here's the breakdown of the endings:
      • Jess: Vayne is now a doctor, working on a cure to Jess's condition. This ending has the strongest hint that the True Companions stayed in contact with each other even after five years.
      • Nikki: She and Vayne have married, and they've been very busy. However, because of the size of their family, they have difficulty finding time to be alone together.
      • Flay: He is now an Evil Overlord with a criminal syndicate, and has apparently conquered the world, waiting for Vayne to put a stop to his plans. The Fall of Alchemy subtly hints that this one might be the canon ending, for some reason.
      • Roxis: His rivalry with Vayne continues, but this time on a somewhat friendlier level. Oh, and Vayne has been on a really bad losing streak.
      • Pamela: Like in Jess's ending, Vayne is also a doctor here, but he couldn't remain in one spot because of Pamela, and are instead forced to walk the earth together. The fact that Pamela, who has been haunting the school for generations (She had been around when the principal's grandfather had been a student there), is not in The Fall of Alchemy quite heavily implies that this could be the canon ending.
      • Anna: Like Roxis, Anna has become something of a sparring partner/rival to Vayne. Unfortunately for Vayne, Anna decided to resort to unsavory methods in order to win. It's Played for Laughs. Really.
      • Muppy: Vayne helped fix Muppy's spaceship, and Muppy returns the favor by taking Vayne to his home planet. Thinking that the ride was not enough, Muppy decided to offer several government positions to Vayne, until deciding to make Vayne his "Queen".
      • Bad End: During the last battle, when Vayne is preparing to stay behind and sacrifice himself but pretends that he'll follow everyone else out in just a moment, normally the teammate with the highest affection notices what he's trying to do and snaps him out of it. If Vayne's relationship with his teammates isn't high enough (you didn't finish any of their character quests), everyone reluctantly leaves and only notices too late that Vayne never planned on living.
  • Mystery Meat: One student claims that the roast served in the cafeteria of Al-Revis is dried Puni.
  • Mythology Gag: Alvero mechsword and Yula Hammer
  • Nerd Glasses: All the students that have glasses.
  • New Game Plus: Doing this carries over all grow book bonuses. Your characters therefore, are roughly around the power they would have been about half of the game in at the beginning of the game.
  • News Travels Fast: A gameplay element. There's an NPC that deals in rumors; you pay him to get a different rumor assigned to you. They have varying effects, ranging from cheaper item prices, to increasing all stats, to increasing item effectiveness. After doing specific things (fight 200 battles, get past part in storyline, get A's in class, and so forth), you unlock different rumors.
  • Nostalgic Musicbox: Dream of the Black Cat, the music that plays over each chapter's beginning scene/flashback.
  • Not So Above It All: Roxis, who, despite trying to avoid getting involved in any of the workshop's hijinks, gets dragged into them anyway (usually unwillingly).
  • Now, Where Was I Going Again?: Your memo, which lists your current objective and where you need to go next. Also works for any optional jobs you pick up during free time.
  • Obfuscating Stupidity:
    • Pamela is not as dumb as she looks... She's also not as nice.
    • Flay's not as idiotic as he looks. Even though he flunked. Twice... Wait, he's a 19 year old sophomore, so that makes that thrice. And flunks AGAIN so that he doesn't leave you behind during your senior year.
      • Actually, the localization labeled him as a sophomore because the Japanese school system differs from the American school system. He is a "Second Year," with the high-school system in Japan spanning three years. A second-year high-schooler in Japan is roughly the equivalent of a junior in America, meaning he did flunk twice.
  • 100% Completion: Collecting most, if not all, the weapon/item/armor recipes and then making them is necessary to fully upgrade the characters' abilities.
    • Not particularly difficult to do that, and that's not even close to one hundred percent completion. However, your reward for a 100% complete encyclopedia- weapons, armor, materials, recipes, monsters, places, etc- is a rumor that increases all stats by 30, which is a fair amount. It's also accessible from the beginning of a New Game+. Now, if 100% grow book chars at the beginning of the game (with those stats their basic attack command can hit anywhere from mid 100s- Pamela, to 400+: Jess. The enemies in early game start with 60-90 hp.) weren't already overkill, 100% grow book chars plus 30 to all stats is.
  • Only Sane Man: Nikki ends up being this when they discover Muppy, who manages to fool Vayne, Jess, and Flay with a story that only idiots would fall for. What about Anna, Roxis, and Pamela? Well, they kinda...make an attempt at ignoring the entire thing.
    • Nope, even Roxis fell for it. He thinks Muppy's "disabled", humorously...
      • He won't risk the possibility, as being in this particular group for so long has desensitized him to the weird... though it sounds more like they're throwing out lame excuses in an attempt to not get involved.
    • Can't vouch for Anna so much either, depending on how you interpret this:
      Muppy: ...Look like my mother.
      Flay: What a unique mother!
      Anna: I'd like to see her someday...
      • Hahaha, hook, line, and sinker. Victory is mine!
        Nikki: Someone be on my side!
  • Otaku: Nikki gets a fan club filled with these.
  • Paper-Thin Disguise: Seriously, Flay's disguise is so horrible that it's clear immediately that it's him...and Pamela still can't tell, if you talk to her.
  • Party in My Pocket: In a lot of scenes (but not always), Vayne will walk up to somewhere, and everyone is shown walking out of him.
  • Permanently Missable Content: If you give Anna the wrong answers in one of her character events, you can say good-bye to getting her ending.
  • Perpetual Frowner: Moritz, manager of the Athanor room. Lampshaded many times during the group's first visit.
    Nikki: Whoah. Scary face alert!
  • Posthumous Character: Theofratus, starting every chapter with bits of dialogue during his life.
  • Power of Friendship: Vayne's "Variable Strike" does more damage if he's close with the other True Companions.
  • Pre-existing Encounters: You can see all the enemies on the map and avoid them, save for chapter bosses.
  • The Promise: In general, the character quests end in some sort of promise that Vayne is reminded of when he tries to commit his Stupid Sacrifice. Jess, Nikki, and Pamela in particular make Vayne promise them something.
  • Puppy-Dog Eyes: Part of Pamela's Moe charm, leading to her hilarious fourth Character Quest. Also, Nikki often uses them, which is ironic, considering what she is...
  • Quirky Miniboss Squad/Goldfish Poop Gang: Renee and Tony. Emphasis on "quirky", especially when referring to Tony.
  • Rare Candy: The "Stat" Fruits, as well as the "Youthful Apple" (HP) and "Eternal Peach" (SP).
  • Redemption Equals Death: After Theofratus attempted to heal a young Jess' illness, he only caused her life to be cut even shorter. Even though he succeeds in curing the actual illness, the rest of her lifespan is dispelled along with the disease. Feeling guilty for worsening Jess' condition, he created a wish-granting Mana so that the latter can grant his wish for death.
  • Relationship Values: Visible in each character's status portrait. If a character doesn't particularly like you, it'll be obvious (Like Flay's shadowed face, Jess's hesitant expression, and Roxis flat out angry). On the flip side, if they like you, it'll also be obvious: Jess starts leaning forward happily, Roxis actually smiles, Pamela starts looking a little embarrassed, and Flay laughs. This also determines what ending you get.
  • Right Behind Me: Used in a throwaway scene involving Pamela and the Principal, where the former reveals that the latter once asked her out on a date, and, much to Principal Bernard's dismay, the Vice-Principal was listening.
  • Rule of Funny: This game rarely takes itself seriously. It'd take forever and a half and a looot of walls of text to list the funny moments.
    • There are, however, a few somber, even shocking moments, such as when Isolde kills one of Vayne's friends just to see if he can revive him/her.
  • Running Gag: A gag also present in the Atelier series, the party members have a habit of yelling/stating/mumbling/declaring "Barrel!" when you examine one.
    • Another Running Gag is that, in earlier chapters, Flay always appears literally out of nowhere, for no reason at all. The other characters (especially Vayne) are always taken by surprise. To the point that if he decides to enter normally, they're surprised that he isn't falling from the ceiling or something.
      • Vayne and Roxis both.
  • Say My Name: Used hilariously in Muppy's first character quest, where Jess (in tears, even) shouts out his name twice after the latter self-destructed...
  • School Festival: Two of which are part of the plot.
  • Sealed Evil in a Can: The Boss of Chapter 9, although the Boss isn't actually evil; it was just seeking revenge.
  • Sequential Boss: Some optional job Bosses have to be fought at the end of a string of battles. There's also the first Boss in the game that is fought in such a way.
  • She Is Not My Girlfriend: occurs in this exchange (not exactly word for word):
    Nikki: (To Tony and Renee) Why don't you two practice your couple's comedy show somewhere else?
    Tony: Who are you calling a couple?
  • Shipper on Deck: Flay (and a certain Mana) to Roxis...and Pamela, of all people, although it's only seen once, and just for laughs. And definitely to humiliate the resident Comically Serious even more...
  • Shoo Out the Clowns: The exact moment the game's mood takes a sudden turn for the serious can be traced back to the scene where the Mook Squad is literally sent back home.
  • Sliding Scale of Gameplay and Story Integration:
    • At first, Roxis refuses to work with Vayne because he hates him, therefore he wont participate during Co-op Synthesis. Roxis also cannot learn certain skills before making an optional Mana Pact.
    • Slightly more subtle is the way that Jess' auto synth card brings the Ether Level as low as possible (not including the "Ether to Zero" cards and the like); seeing as how her synth abilities aren't quite that great... Related is the way that Roxis' auto synth attempts to bring the Ether Level as high as possible; seeing as how he strives to beat Vayne, whose synth abilities are stated by the story to be great...
    • Some of Pamela's passive skills take advantage of her nature as a ghost. Physical Immunity makes sense for anyone who can walk through walls, and the fact that she's already dead gives her an Auto-Revive.
    • The task sheet system. Roxis excels in gathering from everywhere but the Old Schoolhouse and the Resource Center (he's afraid of ghosts after an earlier run-in with Pamela); Flay has a hard time doing most anything (he's lazy); and Pamela gathers best at the Old Schoolhouse and the Resource Center (due to being a ghost).
  • Silent Credits: Not silent, but fits the trope well enough. The bad ending will let you get to the credits and make a postgame save for New Game +, but the music that plays, instead of TOGGLE, is The Illusionary Patty-Ridge (By the Illusion), a sad and melancholy piano song. The credits on this ending are just text scrolling up through a black screen, lacking the illustrations all the other endings will net you.
  • Spell My Name With An S: The Dunkelhite flower (Dunkelheit is German for darkness, and either this is a misspelling or the translators decided to translate the last syllable phonetically, since -heit is pronounced in German as -hite is pronounced in English). There is a monster that is named after the flower because it imitates it as a bait for unsuspecting alchemists. It's entry in the bestiary which explains this spells the name of the monster as well as the name of the flower as Dunkelheit.
  • Squishy Wizard: Pamela, though she gets better later.
    • Roxis might represent this trope a bit better, as Pamela eventually becomes an insanely good tank once she gets her null physical ability.
      • Lampshaded in a scene after creating an Ajax Shield. Goes something like this: (not word for word)
      Roxis: A shield? That's useless to me.
      Vayne: Oh, yeah... you' can't take hits that well.
      Roxis: I don't need you telling me that.
  • Stern Teacher: Isolde, Lorr and the Vice-Principal. Nikki even notes that the one time that Lorr was happy, it was a bad thing for the students...
    • The Vice Principal is a particularly good example. She's the only teacher who isn't for taking "disciplinary action" against (read: eliminating) Vayne in the last chapter.
  • Status-Buff Dispel: The Veggielicious item is capable of removing buffs.
  • Superboss: Second playthrough and onwards, you can fight several bonus bosses called Darlvero, Darcrowley, Darkyula (who can later be fought all at once), Pain (a Palette Swap of the final boss) and Dark Ash.
  • Super Move Portrait Attack: The aforementioned Finishing Bursts, and the Variable Strike both have character cutins.
  • Suspicious Video-Game Generosity: If there's a save point in a dungeon, there's a boss fight coming up.
  • Team Rocket Wins: It's possible to lose the marathon event to Toni and Renee. Justified, since Nikki went to the bathroom during the Principal's speech and returned too late, giving her team a handicap.
  • Suspiciously Specific Denial:
    • Jess didn't put her... medicine inside Nikki's sandwich, really!
    • Flay says, "I wasn't trying to outwit the Vice Principal or make Anna owe me" when asks about his motives for helping Anna's grades. Right...
  • That Came Out Wrong: The Trivia Contest judge explaining his prolonged absence by "playing with the youngsters" (really beating the crap out of Tony for attempting to cheat). The MC was not amused.
  • Theme Naming: The Optional Bosses all begin with "Dar(k)-" in their names, with the exception of the Final Boss' Palette Swap.
  • Timed Mission: Zigzagged. A lot of the classroom assignments have time limits. And sometimes if they don't, then things get turned into a Timed Mission anyway as you attempt to rush to your objective before night falls and the monsters all rocket in power- including the bosses. Oddly enough, some of them are actually Take Your Time, despite having a notation of being timed. For instance, the limit might be one hour, but you can get lost and as long as you don't outright fail the mission, you'll get an A.
    • Subverted during free time, where time will only pass by sleeping on the dorm or spending time with a party member, meaning that you can do every available job in a single week and grind as much as you want.
  • Tomato in the Mirror: Vayne's actually a Mana.
  • Transformation Sequence:
    • Anna and Jess in their finishing bursts, though neither really goes through the long extended pretty ribbon-filled sequence.
    • Pamela's. Her bear being Aion, the Mana of Life and all.
    • Sulpher transforming into Vayne's armor and weapon, although this sequence was only seen twice.
    • Flay's is debatable, but he basically gets into his mana like it's a Super Robot.
  • True Final Boss: Crazed Eye(s). Without enough Relationship Values, the Final Boss will be the main character instead.
  • Turns Red: One optional job sideboss plays this trope straight. It's a glass dragon that literally turns red when you hit it with a fire element move...and when you do so, it gets several consecutive turns and severely boosted stats. Use ice on it after that, however...
  • Two-Teacher School: Subverted. Classes are recycled only through five teachers (six counting the Vice-Principal on one occasion), but the storyline introduces other generic teachers. Double Subversion, seeing as they don't make too much of an impact anyway...
  • Underground Monkey: As you advance trough he game, stronger enemies (that usually are PaletteSwap of the previous ones appears. Special mention goes to the punis-type monsters.
  • The Unfought: the True Final Boss in the Bad ending, which was just right behind Vayne when you fight the latter. While the Boss does help Vayne in the aforementioned battle, it is never fought directly.
  • Vancian Magic: Weapons, armor and accessories can be synthesized with common skills, which are usable for as long as that item is equipped.
  • The Very Definitely Final Dungeon: Heart's Prison. Perhaps the first sections don't look that imposing (well, besides going into battle and seeing meteors swirl around in space/the sky), but once you get deeper into the dungeon, the background speaks for itself.
  • Visual Initiative Queue
  • Vitriolic Best Buds: Roxis and Vayne, who started out with Vayne being relentlessly nice and Roxis refusing to engage, but eventually evolved to simply being incredibly competitive friends.
  • Walking the Earth: Implied to happen in one of the endings, thanks to the old habits of a certain someone.
  • Wave-Motion Gun: Flay's sword, in addition to being a BFS, drill, and shruiken thrower, can also shoot a giant shockwave that looks like this.
  • Weaksauce Weakness: Tough as the bonus dungeon can be, its denizens have a few flaws to exploit.
    • The Superbosses, despite being relatively powerful, have a particular trait that renders them particularly weak to Flay's Demon Striker normal attack, as opposed to most other lategame bosses, who don't have traits, period.
    • Normal encounters in the dungeon are no slouches either, having large amounts of health and a trait that reduces all non-critical damage they take to 1 point. However, they're surprisingly prone to Standard Status Effects. Even a humble Uni fruit can poison them for absurdly high damage.
  • Wham Episode: The end result of Anna's fourth character quest if you tell her the wrong answers. You will feel her hate.
  • "Where Are They Now?" Epilogue: The character endings.
  • White Hair, Black Heart: Subverted, pretty much the only part of the description Vayne fills is the "white hair" part. "The other Vayne," on the other hand...
  • Wizarding School: Once again, setting of the game. A thing to note is that students can't leave the school grounds until they graduate (or flunk out) due to having the chance of spreading alchemy untrained.
  • You ALL Look Familiar: Lots of NPCs. Like Kevin in the Resource Center who is obsessed with glasses, Oratorio in the classroom who is the archetypical studious bookworm, to...ambiguously gay Ronnie in the boy's dorms, who all share the same sprite.
  • You Lose at Zero Trust: You get the bad ending if you don't make any character like you enough.