I've been wondering this for a while...

The English client... every line intended to convey information to the player about event ongoing within the game environment (battles, actions, etc) is constructed as if the game were a traditional MUD or interactive fiction game.

For synths example...

Player Bob creates a pair of iron poleyns.
Player Jane creates 12 pots of jellyfish humours.
Player Jane botches the synthesis!


It get's real messy quite fast as English is not very constant with structure. If the amounts synthed are swapped you'd get

Player Bob creates 12 pairs of iron poleyns.
Player Jane creates a pot of jellyfish humours.


So "a pair" -> "12 pairs".
And "12 pots." -> "a pot."

This turns into a headache for the devs, players, everyone. I mean the actual items are just "iron poleyn" and "jellyfish humour".

Why not use the same abridged version that the Japanese client uses in all the clients?

<Origin Name>は「<item>」×<N>を完成させた!

or in English would be something like...

<Origin Name> creates "<item>" x<N>!

This formats applies to all four languages.

<Origin Name>, <item>, and x<N> are always visible.