The Alchemy guide is a reference resource in-game that can be found next to the Adventurer's Guide. Pages are found throughout the game, inside Alchemy rooms, and describing recipes that can be made. 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. At least 1 Alchemy Room will now be found per each chapter
Below it is a visual table of recipes associated with the category the page describes.
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.
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.
When shattered, this brew will unleash an electrical storm in an area around the location it breaks at.
When shattered, the brew will create a 5x5 electric field (akin to shocking/storm traps) that lasts 20 turns. The field will paralyze and damage whoever is in it, so be careful! The field travels through water, so pairing it with a second Storm Clouds can cause it to have tremendous range.
This elixir combines healing with the sweetness of honey. When drank, it will satisfy a small amount of hunger, but it can also be thrown to heal an ally.
Creatures with an affinity for honey might be pacified if this item is used on them.
When drank, acts like a normal healing potion, but also restores a bit of hunger. It can be thrown at other mobs to heal them, and if thrown on a Bee, turns it into an ally. Pacified bees will not follow you to other floors.
This elixir contains the remains of Goo enhanced with a healing potion. While it will not provide immediate healing, it will steadily restore a greater amount of health while you are standing in water.
Drinking the elixir grants the Hero 1.5x their max HP in the aquatic healing buff. Standing on water will activate the healing, which restores 1 HP per turn. The buff duration and healing is stored if the player is not standing on a water tile.
When consumed, this elixir will send fiery power coursing through the drinker's veins. This effect will make the drinker immune to fire, and allow them to set enemies aflame with physical attacks.
For 50 turns, the hero gains the fire imbue buff, granting an immunity to burning as well as a 50% chance to ignite enemies with melee attacks, inflicting 8 turns of burning upon them. Passing over trampled grass will cause the grass to turn into embers.
This powerful liquid will course through your muscles, permanently increasing your strength by one point and temporarily increasing maximum health by X points. The health boost scales with your maximum health, but will slowly wear off as you gain levels.
X - depends on Hero current max HP
As the description states, the elixir will increase strength and temporarily increase max HP for the duration of the next 5 experience levels. The max health boost buff will also steadily fade with each level.
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
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 and the shocking glyph.
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 to prevent exploits or getting an unfair advantage:
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).
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 knocked out of hands by Dwarf Monks.