Synthesis Specialization
- ID
- 4310
- Type
- Passive
- Max level
- 5
- Cost to learn
- 1
Each level grants +2 to one attribute and +1% HP/SP.
| Level | Attribute | HP/SP |
|---|---|---|
| 1 | INT | +1% |
| 2 | LUK | +2% |
| 3 | VIT | +3% |
| 4 | LUK | +4% |
| 5 | INT | +5% |

Alchemist · 10 Kugan skills · 2 active, 8 passive
Synthesis is alchemy that learned to breathe.
Its practitioners do not stop at brewing mixtures or throwing bottles. They coax life out of formulae, teach roots to fight, and turn a battlefield into a garden where every leaf has teeth. Their science is patient, strange, and never quite as harmless as it looks.
The Synthesis path focuses on summons and living tools. Sphere Mine, Bio Cannibalize and Plant Cultivation form the base, while Acid Terror directs summoned creatures toward a chosen target. Commands can call temporary Mandragoras into battle, Intimity and Knowledge strengthen homunculi and Kugan summons, and Swarm or Summon fill the field with Mossrings or tree creatures whose power follows the user's INT.
Synthesis wins by multiplying presence. One alchemist becomes a small ecosystem, and that ecosystem keeps biting.
To face Synthesis is to discover that the ground has joined the enemy.
Every seed is a warning.
| Tank | ★★★☆☆ | Synthesis can hide behind summons and benefits from VIT, but its own direct defenses are moderate. |
|---|---|---|
| Tactical | ★★★★☆ | Summon placement, target marking, swarm timing and homunculus support reward battlefield planning. |
| Healer | ★☆☆☆☆ | The path is life-themed but does not provide meaningful healing. |
| Buffer | ★★★★☆ | Intimity and Knowledge grant speed, damage and resistance improvements to homunculi and Kugan summons. |
| Debuffer | ★★☆☆☆ | Acid Terror marking helps focus summoned pressure, but debuffing is not the main identity. |
| DPS Melee Physical | ★☆☆☆☆ | Synthesis relies on creatures and tools rather than personal melee damage. |
| DPS Ranged Physical | ★★☆☆☆ | Mines, acid tools and summons can project pressure, but not as a pure ranged physical build. |
| DPS Magical | ★★★☆☆ | Summon power scales with INT, giving the path a meaningful magical-stat damage angle. |
| Special | ★★★★★ | Temporary plants, Mossring swarms, tree creatures and summon-focused buffs give Synthesis a unique army-builder role. |
| Resources | ★★★☆☆ | The specialization depends on LP, summon uptime and occasional Science Essence support rather than constant burst spending. |
| Mobility | ★★☆☆☆ | Synthesis controls space through creatures, not personal movement. |
Each level grants +2 to one attribute and +1% HP/SP.
| Level | Attribute | HP/SP |
|---|---|---|
| 1 | INT | +1% |
| 2 | LUK | +2% |
| 3 | VIT | +3% |
| 4 | LUK | +4% |
| 5 | INT | +5% |
Enable the use of a minored version of Marine Sphere, and gives Pharmacy +1/2/3/4/5 (by rank).
| Level | Skill |
|---|---|
| 1 | Marine Sphere Level 1, Pharmacy +1 |
| 2 | Marine Sphere Level 2, Pharmacy +2 |
| 3 | Marine Sphere Level 3, Pharmacy +3 |
| 4 | Marine Sphere Level 4, Pharmacy +4 |
| 5 | Marine Sphere Level 5, Pharmacy +5 |
Increase the level of Marine Sphere by 1 per Synthesis Mine level (normal version, not minored).
Enable the use of a minored version of Summon Flora, and gives Pharmacy +1/2/3/4/5 (by rank).
| Level | Skill |
|---|---|
| 1 | Summon Flora Level 2, Pharmacy +1 |
| 2 | Summon Flora Level 4, Pharmacy +2 |
| 3 | Summon Flora Level 6, Pharmacy +3 |
| 4 | Summon Flora Level 8, Pharmacy +4 |
| 5 | Summon Flora Level 10, Pharmacy +5 |
Increase the level of Summon Flora by 2 per Synthesis Bio level (normal version, not minored).
Enable the use of a minored version of Plant Cultivation, and gives Pharmacy +1/2/3/4/5 (by rank).
| Level | Skill |
|---|---|
| 1 | Plant Cultivation Level 1, Pharmacy +1 |
| 2 | Plant Cultivation Level 2, Pharmacy +2 |
| 3 | Plant Cultivation Level 3, Pharmacy +3 |
| 4 | Plant Cultivation Level 4, Pharmacy +4 |
| 5 | Plant Cultivation Level 5, Pharmacy +5 |
Increase the level of Plant Cultivation by 1 per Synthesis Cultivation level.
Enable the use of a minored version of Acid Terror, and gives Pharmacy +1/2/3/4/5 (by rank).
| Level | Skill |
|---|---|
| 1 | Acid Terror Level 1, Pharmacy +1 |
| 2 | Acid Terror Level 2, Pharmacy +2 |
| 3 | Acid Terror Level 3, Pharmacy +3 |
| 4 | Acid Terror Level 4, Pharmacy +4 |
| 5 | Acid Terror Level 5, Pharmacy +5 |
When you cast Acid Terror, all your summons and your Homunculus switch to its target and deal 5/10/15/20/25% more damage (by rank) for 10 seconds, on top of Synthesis Knowledge.
Each time you deal or take damage, there is a 6/7/8/9/10% chance (by rank) to summon a Mandragora that fights with you for 11/12/13/14/15 seconds. Needs 10 INT.
Dealing damage and taking damage each have their own 7 second cooldown, started by each successful roll.
Summon level: 8/10/12/14/16% (by rank) of your summon power (80% of Base Level + 40% of total INT). Example: Base Level 99 and 100 INT give a power of 119, so a level 9 Mandragora at rank 1 and a level 19 one at rank 5.
| Level | Chance | Duration | Summon Level |
|---|---|---|---|
| 1 | 6% | Mandragora for 11 seconds | 8% |
| 2 | 7% | Mandragora for 12 seconds | 10% |
| 3 | 8% | Mandragora for 13 seconds | 12% |
| 4 | 9% | Mandragora for 14 seconds | 14% |
| 5 | 10% | Mandragora for 15 seconds | 16% |
Each time you deal or take damage, there is a 4/6/8/10/12% chance (by rank) that all your summons and your Homunculus get Fast for 3/4/5/6/7 seconds. No cooldown.
Fast: movement speed, ASPD, HIT and FLEE +20%; cast time, after skill delay and flinch time -50%. Slow removes it.
| Level | Chance | Fast |
|---|---|---|
| 1 | 4% | Fast for 3 seconds |
| 2 | 6% | Fast for 4 seconds |
| 3 | 8% | Fast for 5 seconds |
| 4 | 10% | Fast for 6 seconds |
| 5 | 12% | Fast for 7 seconds |
Stacking: Damage buffResistance buff (shared)
Your summons deal 3/6/9/12/15% more damage and take 3/6/9/12/15% less damage (by rank).
It applies to summons from Kugans and from skills (Marine Sphere, Summon Flora...), and to your Homunculus when you use Call Homunculus.
| Level | Summons |
|---|---|
| 1 | Damage +3%, damage taken -3% |
| 2 | Damage +6%, damage taken -6% |
| 3 | Damage +9%, damage taken -9% |
| 4 | Damage +12%, damage taken -12% |
| 5 | Damage +15%, damage taken -15% |
Summons one Moss Rat, a fragile damage dealer, for 40/45/50/55/60 seconds (by rank). Needs 10 INT.
At most 5 Moss Rats at once, +1 per other Creation Master Kugan at rank 5: past that, a new rat replaces an old one.
Summon level: 8/10/12/14/16% (by rank) of your summon power (80% of Base Level + 40% of total INT). Example: Base Level 99 and 100 INT give a power of 119, so a level 9 rat at rank 1 and a level 19 rat at rank 5.
| Level | Summon Level | Duration |
|---|---|---|
| 1 | 8% | 40 seconds |
| 2 | 10% | 45 seconds |
| 3 | 12% | 50 seconds |
| 4 | 14% | 55 seconds |
| 5 | 16% | 60 seconds |
Moss Rat
Summons the three trees chosen in the Summon Options of the Kugans window (Alt+K) to fight with you for 180 seconds. Needs 10 INT.
Summon level: 14/18/22/26/30% (by rank) of your summon power (80% of Base Level + 40% of total INT). Example: Base Level 99 and 180 INT give a power of 151, so level 45 trees at rank 5.
With Summon Boost (Summon Options, Alt+K), each cast uses 1 to 8 Science Essence for +10/18/26/32/38/42/46/50% summon power.
| Level | Summon Level |
|---|---|
| 1 | 14% |
| 2 | 18% |
| 3 | 22% |
| 4 | 26% |
| 5 | 30% |
Creatures