Alchemy was completely reworked in 0.7.0, allowing for it to be greatly expanded! There are over 50 recipes that can be made, and each has their own niche use.
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Alchemy Guide Edit
The Alchemy Guide is an in-game reference resource that can be found next to the Adventurer's Guide. Pages are obtained inside alchemy rooms throughout the run and describe various recipes available to the player. At least 1 alchemy room will now be found per each chapter. A standard page looks like this:
| Welcome to Practical Applications of Alchemy!
This Book serves as a recipe reference for hobbyist alchemists and adventurers looking to get their hands dirty.
It is worth noting that recipes do not have to be unlocked by picking up a respective page, as they are available from the start. Pages, once picked up, will be permanently saved, and all of them can be found in a single run
Below it is a visual table of recipes associated with the category the page describes.
Basic Alchemy Edit
Creating potions Edit
| We will start with the most iconic alchemy recipe: Place any three seeds into an alchemy pot to brew a potion!
Every seed type has a potion counterpart, and the potion you create may relate to one of the seeds used. Using multiple of the same type of seed will increase the chance for this to occur.
Creating runestones Edit
- Main article: Consumables/Runestones
|Mixing a scroll into an alchemy pot will imbue its magic into two or three rocks within the pot. This creates runestones!|
Exotic Potions Edit
- Main article: Exotic Potions
|Potions can be augmented with two seeds to create exotic potions. They have more powerful effects, but are often useful in different ways.|
|This round flask contains a grainy colorful liquid. It seems to be foreign to this land, who knows what it might do when drunk or thrown?|
If a scroll of transmutation is used on a potion, it will transform into its respective exotic potion, and vice versa. However, exotic potions cannot be converted back into their regular variants via alchemy.
- Adrenaline surge
- Corrosive gas
- Dragon's breath
- Earthen armor
- Holy furor
- Magical sight
- Shrouding fog
- Snap freeze
- Storm clouds
Exotic Scrolls Edit
- Main article: Exotic Scrolls
|Exotic scrolls can be made with two runestones and a scroll. They're a bit stronger than exotic potions, but stones are also harder to come by.|
|A glowing indecipherable magical rune is written on this black parchment. It seems to be foreign to this land, who knows what it will do when read aloud?|
If a scroll of transmutation is used on a scroll, it will transform into its respective exotic scroll, and vice versa. However, exotic scrolls cannot be converted back into their regular variants via alchemy.
- Mystical energy
- Prismatic image
- Psionic blast
| Catalysts are made by combining a single scroll or potion with a single seed or runestone. If the pair of items match, the alchemical energy cost is reduced.
Catalysts are most useful as components in recipes covered in the next two pages, but also can be used in a pinch for a random effect.
Alchemical Catalyst Edit
| This thin vial of magical liquid is made from the deconstructed essence of a potion. The liquid is translucent, and glows with shifting colors of the rainbow.
This catalyst is primarily useful as an alchemy ingredient, but you can also use it directly to get the effect of a random potion.
When drank or thrown it acts like a random potion (except for the potion of strength). It can grant healing even with the pharmacophobia challenge active.
Arcane Catalyst Edit
| This ball of golden dust is made from the deconstructed essence of a scroll. It glimmers in the darkness of the dungeon.
This catalyst is primarily useful as an alchemy ingredient, but you can also channel the magic directly to get the effect of a random scroll.
When casted it acts like a random scroll (except for the scroll of upgrade).
Alchemical Energy Edit
|Some recipes require energy from the alchemy pot itself. Energy is used in recipes that produce more than the sum of their ingredients.|
|Location of the pot||
|Not all energy recipes are especially mystical however. These recipes more resemble traditional cooking than alchemy.|
- See also: Consumables/Food
- Meat + Ration of food + Pasty → Meat pie
- Cost: 6 energy
- In addition to completely restoring all hunger, eating this gives 450 turns where hunger does not increase. During this period, the hero will gain an additional 1 HP every 18 turns.
- Blandfruit + Seed → Cooked blandfruit
- Cost: 3 energy
- Has the same effect as the potion associated with the seed. When thrown, leaves behind blandfruit chunks that can be eaten.
- Mystery meat → Stewed meat
- Cost: 2 energy for 1 mystery meat, 3 energy for 2, and 4 energy for 3 etc.
- The recipe supports stewing more pieces of meat at once too, at the extra cost of 1 point of energy for each new one.
- Functionally identical to chargrilled meat.
- Cost: 2 energy for 1 mystery meat, 3 energy for 2, and 4 energy for 3 etc.
- Main article: Enhanced Bombs
|A standard black powder bomb can be mixed with a specific item to create an enhanced bomb.|
Bombs can be enhanced by combining them with certain potions or scrolls. This will give them additional power based on the potion/scroll besides regular explosion. Bombs can also be combined with boss drops to give them increased blast radius.
- Frost bomb
- Holy bomb
- Wooly bomb
- Shock bomb
- Regrowth bomb
- Arcane bomb
- Shrapnel bomb
Brews and Elixirs Edit
- Main article: Brews and Elixirs
|Brews and elixirs|
|Brews and elixirs are advanced potions which provide a variety of effects with a single use.|
Brews and elixirs are greatly empowered versions of potions created by mixing a potion with alchemical catalyst or blob of goo. They have very powerful effect or multiple effects at once. While brews cause negative effects and are supposed to be used on enemies, elixirs have positive effects and should be used on you or your allies.
- Caustic brew
- Infernal brew
- Blizzard brew
- Shocking brew
- Elixir of honeyed healing
- Elixir of might
- Elixir of aquatic rejuvenation
- Elixir of dragon's blood
- Elixir of icy touch
- Elixir of toxic essence
- Elixir of arcane armor
|Spells are made from scroll-based recipes, and provide a variety of effects with multiple uses.|
These spells teleport characters and items.
Magical Porter Edit
|This spell will magically transport any item it is cast on. Unlike a merchant's beacon however, the items will be transported to the entrance of the next boss floor.|
You will find the items in a chest right next to the stairs leading up in the next floor divisible by 5.
Wild Energy Edit
|This spell contains some of the cursed energy which powered DM-300. When cast, it will recharge your wands and worn artifacts, while also triggering a random cursed wand effect. You are able to choose a direct for this cursed magic to shoot in, however.|
- Triggers a cursed wand effect targeted at the targeted tile. Cannot roll transmogrification.
- Restores 1 charge to all wands in inventory, including staff.
- Triggers artifact recharging effect for equipped artifacts four times instantly.
- Grants a stackable 8 turns of both recharging and artifact recharging.
Phase Shift Edit
|This chaotic spell will teleport any character it is aimed at to a random location on the current floor. This spell can be directed at a target or at the user themselves.|
Mimicking the Lloyd's Beacon's zap effect, this spell teleports the target, whether that be the Hero or an enemy/ally.
Beacon of Returning Edit
|Beacon of Returning|
|This intricate spell grants the user the ability to return to a set location, regardless of distance. The spell will only be consumed by returning, it can be set as many times as you like, but it will only remember the most recent location it was set to.|
Works like the old set/return function of the Lloyd's Beacon; allows to save a position on any floor and later return to it from anywhere except boss stages (5, 10, 15, 20, 25) and floor 26
Environmental spells Edit
Aqua Blast Edit
|This spell will create a burst of water at the target location. It isn't forceful enough to do damage (even to fiery enemies), but it will spread water to nearby terrain and very briefly stun anything caught in the center of the burst.|
The targeted square will become water (unless it is a trap or door or pedestal), and each adjacent square has an 80% chance to become water too. Does no damage (even to fire elementals) but very briefly paralyzes the enemy caught in the center of the blast for 1 turn so that you don't sacrifice a turn casting the spell. Great to combo with wand of lightning, wand of frost, wand of corrosion and the shocking glyph.
|This spell manipulates gravity's effect on the caster, allowing them to fall great distances without harm for a short time. Each use of the spell will only provide enough protection for one chasm.|
Makes the Hero able to jump down a chasm without taking fall penalties. The buff lasts for 30 turns and is immediately consumed whenever you fall into any pit.
Reclaim Trap Edit
| This spell contains remnants of the mechanical energy of DM-300. When cast on an active trap, the power of the trap will be absorbed into the spell, allowing you to trigger the trap's effect at any location you like.
However, some traps may not function in all places, and the spell can only store one trap at a time.
Disarms a selected trap, allows to store and cast it at any time. Only one trap can be stored at any time.
Most traps will work as expected, but there are some exceptions:
- Pitfall traps will not work on boss floors
- Rockfall traps will cast a 5x5 area of effect rather than fill the whole room.
Additionally, bosses will resist weakening traps and grim traps (Yog-Dzewa is completely immune to grim).
Item manipulation spells Edit
Rather than affecting the environment, these spells affect and alter items in your inventory.
|This spell channels alchemical energy, allowing you to perform alchemy as if you were at a pot with no energy for a short time.|
Casting this spell opens an alchemy window, allowing crafting some recipes. There is no time, turn or recipe limit per a single cast; each spell simply correlates to one alchemy window. Closing the window consumes the spell regardless of how many recipes were made.
This spell cannot be used with enemies in sight.
Magical Infusion Edit
| This spell possesses the same magical power as a scroll of upgrade, but in a more stable form.
In addition to upgrading an item as normal, it will never erase an enchantment on a weapon or a glyph on armor.
This spell is able to upgrade any item without removing a glyph or enchantment, if it has one. Like a scroll of upgrade, it will not be able to improve the spirit bow or artifacts.
|This spell contains a lesser form of transmutation magic. While it won't work on equipment, this spell will transform a scroll, potion, seed, or runestone into a random item of the same type.|
Allows to re-roll most of the consumable item types. This spell cannot create:
- Stones of augmentation or enchantment,
- Scrolls of upgrade or enchantment
- Potions of strength or adrenaline surge
- Seeds of rotberry.
It is also not advised to use this spell on the items mentioned, as nothing equally rare or powerful will be given in return.
Curse Infusion Edit
| This spell infuses a piece of equipment with the same powerful malignant magic present within DM-300. The item it is used on will immediately be cursed, and any enchantment or glyph it may have had will be overridden.
In the case of weapons, armor, and wands, the item will be upgraded in addition to being cursed. Curse infusion upgrades do not stack, and the upgrade is lost if the item becomes uncursed.
The selected item is cursed, both making the Hero powerless to unequip it and overwriting any enchantment or glyph with a curse. Additionally, gives a single upgrade to the item; this upgrade is lost if the curse is removed at any point. Using the spell again will cause it to re-roll the curse on a selected item.
This can be useful in a few niche ways, allowing a player to obtain a high-level cursed wand that can be zapped many times or get a few desirable curses on an armor (or weapon). Finally, the curse can be used to prevent melee weapon from being teleported away by disarming traps.