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Alchemy

/alchemy

Alchemy in Graveyard Keeper 2

29 formulas, 61 ingredients and 6,521 working mixes, each decided by red, green and blue runes.

The Keeper's work

How a mix works

  1. 1

    Flasks and fuel

    Every brew uses Alchemy Flasks from the Flask shelf and fuel. The laboratory does not start without them.

  2. 2

    Exact match

    Up to two ingredients at Laboratory I, up to three at Laboratory II. The runes of the ingredients are added up colour by colour; one rune too many or too few makes nothing. 23 of the 29 formulas can be made from one or two ingredients, and 34 mixes are a single ingredient on its own.

  3. 3

    The Folio

    A mix brews its formula even while the formula is unknown; the first brew makes it known and writes it into the Folio. 25 of the 29 formulas are also made known by a technology; Healing Potion III, Damage Potion III, Zombie Motivator Potion III and Berserker Potion III only by brewing them.

The three runes

Red rune
Red rune

Carried by Clay, Flesh, Sand, Stone and Red Mushroom, among others.

Green rune
Green rune

Carried by Berry, Leaf, Stick, Water and Flour, among others.

Blue rune
Blue rune

Carried by Blueberry, Blood, Seed oil, Night flower and Minced Meat, among others.

Every formula

Every ingredient and its runes

Sorted by how many formulas an ingredient appears in. Each of the 19 Alchemic Powders carries exactly the runes shown in its name.

62 entries
NameRedGreenBlueFormulasSells for
ClayRed10021No trader buys it
FleshRed1002126 bronze
Alchemic Powder (1 red)Red10021Bought by Apothecary
SandRed10021No trader buys it
BerryGreen01018No trader buys it
LeafGreen01018No trader buys it
Alchemic Powder (1 green)Green01018Bought by Apothecary
StickGreen010181 bronze
WaterGreen01018No trader buys it
BlueberryBlue00114No trader buys it
BloodBlue00114No trader buys it
Alchemic Powder (1 blue)Blue00114Bought by Apothecary
Seed oilBlue00114No trader buys it
FlaxMixed110135 bronze
FlourGreen020134 bronze
Swamp mushroomGreen02013No trader buys it
OnionGreen02013Bought by Herm and Vegetable Stand
Alchemic Powder (2 green)Green02013Bought by Apothecary
Alchemic Powder (1 red, 1 green)Mixed11013Bought by Apothecary
ToothMixed11013No trader buys it
StoneRed20012No trader buys it
Red MushroomRed20012No trader buys it
Alchemic Powder (2 red)Red20012Bought by Apothecary
Alchemic Powder (1 red, 1 blue)Mixed10111Bought by Apothecary
Night flowerBlue00210No trader buys it
Minced MeatBlue00210No trader buys it
Alchemic Powder (2 blue)Blue00210Bought by Apothecary
Zombie gooBlue002101 silver 12 bronze
AshMixed01198 bronze
BeeswaxGreen1209No trader buys it
Entries: 62 · Page 1 of 3

Battle potions

12 of the formulas are potions that can only be drunk during a battle: health for the Keeper, extra damage on the Keeper's sword and bow hits (and on the mercenaries' hits once their equipment is upgraded), shorter pauses between the attacks of the Keeper's zombie fighters, and sword and bow attacks that cost the Keeper no stamina.

Healing Potion
Healing Potion

2 red runes. Restores 20 of the Keeper's 100 health.

Healing Potion II
Healing Potion II

4 red runes. Restores 40 of the Keeper's 100 health.

Healing Potion III
Healing Potion III

5 red runes. Restores the Keeper's health in full (100).

Damage Potion
Damage Potion

1 red, 1 green runes. Grants Fighter: +3 damage per hit for 30 s with the Keeper's swords and bows and, once the Merc Leader has upgraded their equipment, the mercenaries' pikes and bows; zombie fighters and archer towers do not gain it.

Damage Potion II
Damage Potion II

2 red, 2 green runes. Grants Fighter II: +6 damage per hit for 30 s with the Keeper's swords and bows and, once the Merc Leader has upgraded their equipment, the mercenaries' pikes and bows; zombie fighters and archer towers do not gain it.

Damage Potion III
Damage Potion III

3 red, 3 green runes. Grants Fighter III: +9 damage per hit for 30 s with the Keeper's swords and bows and, once the Merc Leader has upgraded their equipment, the mercenaries' pikes and bows; zombie fighters and archer towers do not gain it.

Zombie Motivator Potion
Zombie Motivator Potion

1 red, 1 blue runes. Grants Zombie Motivation: the Keeper's zombie fighters wait half as long between attacks for 15 s.

Zombie Motivator Potion II
Zombie Motivator Potion II

1 red, 2 blue runes. Grants Zombie Motivation II: the Keeper's zombie fighters wait half as long between attacks for 30 s.

Zombie Motivator Potion III
Zombie Motivator Potion III

3 red, 3 blue runes. Grants Zombie Motivation III: the Keeper's zombie fighters wait half as long between attacks for 1 min.

Berserker Potion
Berserker Potion

1 red, 1 green, 1 blue runes. Grants Berserk: the Keeper's sword and bow attacks cost no stamina for 15 s.

Berserker Potion II
Berserker Potion II

2 red, 1 green, 1 blue runes. Grants Berserk II: the Keeper's sword and bow attacks cost no stamina for 30 s.

Berserker Potion III
Berserker Potion III

3 red, 2 green, 2 blue runes. Grants Berserk III: the Keeper's sword and bow attacks cost no stamina for 45 s.

Alchemy questions

What happens when the runes are one short?

Nothing is brewed. The match has to be exact in every colour - a mix at 2 red and 1 green is a different formula (or none) from one at 2 red. An Alchemic Powder adds exactly the runes in its name.

Which formulas need Laboratory II?

Laboratory I takes up to two ingredients, Laboratory II up to three. 6 formulas have no mix of one or two ingredients - Berserker Potion III, Reanimation Liquid, Tannin Liquid, Alkali, Umami and Philosopher Stone - so they need Laboratory II.

Do body parts carry alchemy runes?

Only 5 do: Blood (1 blue), Brain (3 blue), Flesh (1 red), Guts (1 green, 2 blue) and Heart (1 red, 2 blue). Only the gold-quality Heart, Brain and Guts carry them; no other organ does.

How are the mixes on each formula page ordered?

By the combined base price of their ingredients, lowest first. 22 of the 61 ingredients have no base price, among them Clay, Sand, Berry and Swamp mushroom.

How it works

Every alchemy ingredient carries red, green and blue runes. A mix holds up to two ingredients at Laboratory I or up to three at Laboratory II, and when their runes add up exactly to a formula's runes, the mix brews that formula. Nothing else about the ingredients matters: Clay and Sand are interchangeable in every formula, because each is one red rune.

The laboratory refuses an ingredient whose runes are unknown

An ingredient's runes are uncovered by studying one of it at the Study Table. The study uses up the item and Science, plus 1 to 5 faith for 37 of the 42 ingredients that need it, and pays tech points. Until then the laboratory refuses the ingredient. The Alchemic Powders are known from the start. Cacao and Firefly carry runes, but the laboratory never takes them. A mix never goes above 5 runes of any one colour.