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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 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:

Alchemy Guidebook Page
Creating Potions
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.

Basic Alchemy Edit

Creating Potions Edit

Alchemy Guidebook Page
Creating Potions
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.

Seed
Seed
Seed
Alchemy arrow-active
Potion(Shattered)


Creating Runestones Edit

Main article: Consumables/Runestones
Alchemy Guidebook Page
Creating 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
Alchemy Guidebook Page
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.
Potion-Exotic
Exotic Potion
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 Edit

Main article: Exotic Scrolls
Alchemy Guidebook Page
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.
Scroll-Exotic
Exotic Scroll
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.

Alchemical Energy Edit

Alchemy Guidebook Page
Energy
Some recipes require energy from the alchemy pot itself. Energy is used in recipes that produce more than the sum of their ingredients.
Alchemical Energy contained in an Alchemy Pot
Chapter
Sewers 10-20
Prison 20-30
Caves 30-40
Metropolis 40-50
Demon Halls 50-60

Food Edit

Alchemy Guidebook Page
Food
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
    • 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
    • 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
    • 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.

Bombs Edit

Main article: Enhanced Bombs

Brews Edit

These alchemy items are potion-based, and should not be drank. The brews spread their effects over an enhanced area.

Infernal Brew Edit

Brew-Infernal
Infernal Brew
When shattered, this brew will unleash a raging inferno which spreads like a gas.
Potion-Liquid Flame
Alchemical-Catalyst
6
Alchemy arrow-active
Brew-Infernal


Blizzard Brew Edit

Brew-Blizzard
Blizzard Brew
When shattered, this brew will unleash a swirling blizzard which spreads like a gas.
Potion-Frost
Alchemical-Catalyst
6
Alchemy arrow-active
Brew-Blizzard


Shocking Brew Edit

Brew-Shocking
Shocking Brew
When shattered, this brew will unleash an electrical storm in an area around the location it breaks at.
Potion-Paralytic Gas
Alchemical-Catalyst
8
Alchemy arrow-active
Brew-Shocking

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.

Caustic Brew Edit

Brew-Caustic
Caustic Brew
This brew will spread corrosive ooze around the location it shatters in. Anything caught by the ooze will slowly melt if it can't wash it off in water.
Potion-Toxic Gas
Blob of Goo
4
Alchemy arrow-active
Brew-Caustic

Inflicts ooze in a large area of 7x7 tiles.

Elixirs Edit

The hardest to craft potions with various unique positive effects.

Honeyed Healing Edit

Elixir-Honeyed Healing
Elixir of Honeyed Healing
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.

Potion-heal(s)
Shattered Honeypot
4
Alchemy arrow-active
Elixir-Honeyed Healing

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.

Aquatic Rejuvenation Edit

Elixir-Aquatic rejuvenation
Elixir of Aquatic Rejuvenation
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.
Potion-heal(s)
Blob of Goo
6
Alchemy arrow-active
Elixir-Aquatic rejuvenation

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.

Dragon's Blood Edit

Elixir-Dragon's blood
Elixir of Dragon's Blood
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.
Potion-Dragon's Breath
Alchemical-Catalyst
6
Alchemy arrow-active
Elixir-Dragon's Blood

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.

Icy Touch Edit

Elixir-Icy touch
Elixir of Icy Touch
When consumed, this elixir will allow the drinker to sap the heat from enemies they attack. This effect will make the drinker immune to the cold, and allow them to chill enemies with physical attacks.
Potion-Snap Freeze
Alchemical-Catalyst
6
Alchemy arrow-active
Elixir-Icy Touch


For 50 turns, the hero gains the ice imbue buff, rendering them immune to the effects of chilling and frost in addition to causing all physical attacks to stack 3 turns of chilling each.

Toxic Essence Edit

Elixir-Toxic Essence
Elixir of Toxic Essence
When consumed, this elixir will imbue the drinker with toxic energy. The drinker will be immune to toxic gas and poison, and will continuously spread toxic gas as they move.
Potion-Toxic Gas(s)
Alchemical-Catalyst
6
Alchemy arrow-active
Elixir-Toxic Essence


Might Edit

Elixir-Might
Elixir of Might
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.

Potion-strength(s)
Alchemical-Catalyst
5
Alchemy arrow-active
Elixir-Might

Spells Edit

Alchemy Guidebook Page
Spells
Spells are made from scroll-based recipes, and provide a variety of effects with multiple uses.

Teleportation SpellsEdit

These spells teleport characters and items.

Magical Porter Edit

Magical Porter
Magical Porter
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.
Lloyds beacon
Arcane-Catalyst
4
Alchemy arrow-active
8
Magical Porter

You will find the items in a chest right next to the stairs leading up in the next floor divisible by 5.

Phase Shift Edit

Phase Shift
Phase Shift
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.

Scroll-Teleportation
Arcane-Catalyst
6
Alchemy arrow-active
8
Phase Shift


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
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.
Scroll-Passage
Arcane-Catalyst
10
Alchemy arrow-active
5
Beacon of Returning


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

Aqua Blast
Aqua Blast
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.
Potion-Storm Clouds
Arcane-Catalyst
4
Alchemy arrow-active
12
Aqua Blast

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.

Featherfall Edit

Featherfall
Featherfall
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.
Potion-Levitation
Arcane-Catalyst
6
Alchemy arrow-active
2
Featherfall

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

Reclaim Trap
Reclaim Trap
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.

Scroll-Recharging
Cursed Metal Shard
8
Alchemy arrow-active
3
Reclaim Trap

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).

Item Manipulation Spells Edit

Rather than affecting the environment, these spells affect and alter items in your inventory.

Alchemize Edit

Alchemize
Alchemize
This spell channels alchemical energy, allowing you to perform alchemy as if you were at a pot with no energy for a short time.
Arcane-Catalyst
Alchemical-Catalyst
6
Alchemy arrow-active
4
Alchemize


There's actually no time limit to the duration of this spell; each spell correlates to one alchemy window. Closing the window consumes the spell regardless of how many recipes you made.

This spell cannot be used if you can see any enemies. Blinding yourself is fair game.

Magical Infusion Edit

Magical Infusion
Magical Infusion
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.

Scroll-Upgrade
Arcane-Catalyst
4
Alchemy arrow-active
Magical Infusion


As mentioned in the description, this spell is able to upgrade any item without removing a glyph or enchantment, if it has one.

Recycle Edit

Recycle
Recycle
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.
Scroll-Transmutation
Arcane-Catalyst
6
Alchemy arrow-active
8
Recycle

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

Curse Infusion
Curse Infusion
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.

Scroll-Remove Curse
Cursed Metal Shard
1
Alchemy arrow-active
4
Curse Infusion

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.

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