The Alchemy guide is a reference resource in-game that can be found next to the Adventurer's Guide. Throughout the game, pages are found, detailing 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.
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.
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 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.
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 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 Lightning, Shocking, and Frost.
This spell contains remnants of the repairing ability of DM-300. When cast on an active trap, the mechanical power of the trap will be recycled into magical energy which recharges the user's wands and artifacts.
Disarms a selected trap, giving the caster 15 turns each of Recharging and Artifact Recharging.
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.
The Magical Infusion we all know and love, this spell enchants an item in addition to upgrading it. If an enchantment already exists, said enchantment will not be removed by this spell. Not to be confused with Scroll of Enchantment.
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.
Do not use on Scrolls of Upgrade or Potions of Strength; you'll be very disappointed. Also, this cannot create Stones of Augmentation or Enchantment, Scrolls of Upgrade or Enchantment, or Potions of Strength or Adrenaline Surge.
This spell infuses a piece of equipment with the same 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.
The selected item is cursed. 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). Using them many times in succession can allow the user to effectively keep rolling for their desired curse.