But it's not much good until you know what all the Compound recipes are, is it? Lucky we're here to help out then, isn't it?
There are a total of 89 recipes in the game, but many of them that involve combining two of the same item have either the same effect as a single item or a slightly enhanced effect -- two Potions restores more HP than one, for example, while two Phoenix Downs restores 400HP upon recovering from KO instead of 200. We've omitted these simple recipes in the interests of time.
In the case of curative items, the two ingredients can be mixed in any order. For buff items such as the various Vim concoctions, order is important.
Restores 3000 HP to one target.
Restore 150HP and cure poison.
Restore 5,000 HP and bring back target from KO.
Bring back target from KO, restoring both HP and MP.
Restore 150HP and cure Blind.
Restore 150HP and cure Blind.
Restore 150HP and cure Sleep.
Restore 150HP and cure Dread.
Add Regen to target.
Add Reraise to target.
Make target immune to Poison.
Make target immune to Blind.
Make target immune to Silence.
Make target immune to Sleep.
Make target immune to Dread.
Restore 2,500 HP and 250 MP.
Restore 5,000 HP and 500MP.
Restore 500MP.
Cure a variety of status ailments, like a Remedy.
Raise Physical Attack by 30% for 4 turns.
Raise Physical Attack by 10% for 4 turns.
Raise Physical Attack by 20% for 4 turns.
Raise Physical Attack by 10% for 4 turns.
Raise Physical Attack by 10% for 4 turns.
Raise Physical Attack by 10% for 4 turns.
Raise Physical Attack by 50% for 6 turns.
Raise Magic Attack by 10% for 4 turns.
Raise Magic Attack by 10% for 4 turns.
Raise Magic Attack by 10% for 4 turns.
Raise Magic Attack by 20% for 4 turns.
Raise Magic Attack by 10% for 4 turns.
Raise Magic Attack by 30% for 4 turns.
Raise Magic Attack by 50% for 6 turns.
Raise Physical Defense by 10% for 4 turns.
Raise Physical Defense by 10% for 4 turns.
Raise Physical Defense by 10% for 4 turns.
Raise Physical Defense by 10% for 4 turns.
Raise Physical Defense by 30% for 4 turns.
Raise Physical Defense by 10% for 4 turns.
Raise Physical Defense by 50% for 6 turns.
Raise Magic Defense by 10% for 4 turns.
Raise Magic Defense by 20% for 4 turns.
Raise Magic Defense by 10% for 4 turns.
Raise Magic Defense by 10% for 4 turns.
Raise Magic Defense by 10% for 4 turns.
Raise Magic Defense by 30% for 4 turns.
Raise Magic Defense by 50% for 6 turns.
Make target vulnerable to Fire.
Make target vulnerable to Water.
Make target vulnerable to Wind.
Make target vulnerable to Lightning.
Make target vulnerable to Earth.
Make target vulnerable to Light.
Make target vulnerable to Dark.
Make target immune to Fire.
Make target immune to Water.
Make target immune to Wind.
Make target immune to Lightning.
Make target immune to Earth.
Make target immune to Light.
Make target immune to Dark.
Double maximum HP and restore all HP.
Lower target's Physical Defense for 4 turns.
Raise target's elemental attack power for 5 turns.
Raise Speed for 4 turns.
Inflict damage equal to user's maximum HP minus current HP on target.
5,000HP of Dark damage.
Inflict damage equal to user's current HP.
1,500HP Light damage on group.
1,500HP Dark damage on group.
Major Fire damage on group.
Major Water damage on group.
Major Lightning damage on group.
Major Wind damage on group.
Major Earth damage on group.
Inflict slight damage and make target more likely to be attacked.
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