The Alchemist keeps the deepest counter in town. Forty eight lines pass across it and forty five of them are sold by nobody else in the game, so a run that never raises this stall goes without most of them entirely.
What makes it more than a long shelf is what those lines are. Twenty seven of the twenty nine alchemy formulas sit on it already mixed, which means every potion in the game has two routes: work out its rune combination at the
Laboratory, or hand him the coins.
His plot is empty until Market Stalls III
Nothing here is available in the first hours of a run. The Alchemist shares his gate with ![]()
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That node asks ![]()
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Raising the stall costs 8 ![]()
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The ordering is kinder than it looks, because the same branch builds the Factory. An assembly bench turns out a ![]()
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| Market Stalls I | Free, granted by the story | Apothecary, Vegetable Stand, Tailor |
| Artisans I | 75 red, 25 green | Builder, Smithy |
| Market Stalls II | 130 red, 30 green | Furniture Maker, Baker, Fish Stand |
| Artisans II | 100 red, 75 green | Tavern, Brewery |
| Market Stalls III | 150 red, 50 green | Alchemist, Jeweler |
Market Stalls I is not bought. It appears and is handed over on meeting Linda at the Dockside Club down at the port, so a save with no shops at all has not reached that conversation yet.
Every stall raised pays 2 village reputation and a level of the Shop Owner inspiration. Twelve shops can be built and Shop Owner tops out at twelve, so the last stall in town is the last technology points that line will ever pay.
The shelf is the formula list, already mixed
Alchemy in this game is discovery. A formula is a combination of red, green and blue runes, and until you find the combination the potion does not exist for you. The Alchemist sells the results of twenty seven of them, so his counter is the way around the entire mechanic.
His prices are the honest measure of what a formula is worth, because a full shelf sells at the base price exactly. ![]()
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| Leather Scroll | Not a formula | 10 | 1 |
| Clean Paper | Not a formula | 20 | 1 |
| Paper glop | Not a formula | 25 | 1 |
| Healing Potion | 2 red | 50 | 1 |
| Ink | Not a formula | 50 | 1 |
| Science Kit I | Not a formula | 50 | 1 |
| Dream Dust | 1 green, 1 blue | 100 | 1 |
| Damage Potion | 1 red, 1 green | 100 | 1 |
| Zombie Motivator Potion | 1 red, 1 blue | 150 | 1 |
| Paint | 2 green | 200 | 1 |
| Lacquer | 2 blue | 200 | 1 |
| Berserker Potion | 1 red, 1 green, 1 blue | 200 | 1 |
| Weak growth elixir | 1 red, 2 green | 200 | 1 |
| Preservative | 3 green | 400 | 1 |
| Reanimation Liquid | 2 red, 1 green, 4 blue | 700 | 1 |
| Healing Potion II | 4 red | 250 | 2 |
| Organ Improver (White Skull) | 4 green | 400 | 2 |
| Rich growth elixir | 1 red, 3 green | 400 | 2 |
| Spices | 2 green, 2 blue | 400 | 2 |
| Damage Potion II | 2 red, 2 green | 500 | 2 |
| Organ Improver (Red Skull) | 4 red, 1 green | 500 | 2 |
| Zombie Motivator Potion II | 1 red, 2 blue | 750 | 2 |
| Berserker Potion II | 2 red, 1 green, 1 blue | 1,000 | 2 |
| Third Eye Salt | 1 red, 5 blue | 1,500 | 2 |
| Healing Potion III | 5 red | 1,000 | 3 |
| Umami | 4 green, 4 blue | 1,500 | 3 |
| Miracle growth elixir | 1 red, 5 green | 1,500 | 3 |
| Damage Potion III | 3 red, 3 green | 2,000 | 3 |
| Alkali | 1 red, 4 green, 2 blue | 2,000 | 3 |
| Tannin Liquid | 4 red, 2 green, 1 blue | 2,000 | 3 |
| Zombie Motivator Potion III | 3 red, 3 blue | 2,500 | 3 |
| Philosopher Stone | 3 red, 3 green, 3 blue | 5,000 | 3 |
| Berserker Potion III | 3 red, 2 green, 2 blue | He never stocks it | 3 |
| Explosive Dust | 2 red, 2 blue | He never stocks it | Never |
Two of those are worth buying once even if you intend to do your own mixing. ![]()
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The Philosopher Stone halves the price of gold
At his third tier the Alchemist puts ten ![]()
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Turns iron into gold.
Philosopher Stone
At the ![]()
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The same bench takes one stone and one ![]()
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The ingot recipe is the one to run. Smelt the ore into an ingot first and the stone turns 160 coins of iron into 10,000 coins of gold instead.
Buy them while the shelf is full. Prices climb as stock falls, so the first stone off a shelf of ten costs 5,000 and the last one on it costs 15,811, and the same curve governs everything else he sells. The arithmetic behind that is on how vendor prices move.
Third Eye Salt buys two levels of every mastery
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Seven and a half minutes is enough for one craft you are two levels short of. It is the answer to a recipe you cannot start rather than a thing to drink regularly, and it pairs with graded recipes, where being under the line still lets you begin and then hands back nothing.
Compare it with the talismans ![]()
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Every grade of embalming fluid, and nowhere else
Four fluids exist and each comes in three grades, and the Alchemist is the only shop that stocks any of them. Grade I appears at his first tier, grade II at his second and grade III at his third, where he holds exactly one of each.
The two families do different jobs. A Solution adds skulls of one kind to a corpse, while an Injection adds one kind and takes the other away, which is how you push a body toward the shape you want rather than improving it across the board.
| Solution for Corpses | +1, +2, +3 | None | 100 | 1,000 | 5,000 |
| Solution for Zombies | None | +1, +2, +3 | 200 | 1,200 | 6,000 |
| Injection for Corpses | +1, +2, +3 | -1, -2, -3 | 200 | 1,200 | 7,000 |
| Injection for Zombies | -1, -2, -3 | +1, +2, +3 | 300 | 1,300 | 8,000 |
Red skulls are what decide how many perks a zombie can carry, so an Injection for Zombies is the fluid that makes a worker better at its job. A collar refuses a body above its ceiling, so raising red skulls on a corpse you meant to raise with a Bronze collar can put it out of reach until you own a better one.
Making them yourself is a ![]()
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The paper counter is the whole book chain
Behind the potions sits a second shop that has nothing to do with alchemy. ![]()
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The two notebooks are the reason to care. ![]()
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Buying them outright is how a run reaches the expensive prayers without building a writing operation first. A hardcover notebook costs 150 coins on a full shelf and 671 on the last one, which still compares well against the ![]()
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His purse, and what the upgrades change
Like every trader he starts with 100 coins and earns more each day as he grows. His purse is the reason a big sale stalls, though only the net of a deal is checked, so taking goods back in part payment settles a sale he could never pay outright.



| 1 | 20 | 8 | 20 | Every basic formula, grade I fluids, the paper counter |
| 2 | 50 | 16 | 35 | Tier II potions, Third Eye Salt, Spices, Organ Improvers, Science Kit II, softcover notebooks |
| 3 | 100 | 25 | 48 | Tier III potions, the Philosopher Stone, Alkali, Tannin Liquid, Umami, grade III fluids, hardcover notebooks |
He also buys for town happiness rather than coins, and the rate is always two smiles for a batch. Four ![]()
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His standing order is a supply crate that changes with his tier: ten Kitchen Utensils at first, twenty Engineering Mechanisms at his second and thirty Appliances II at his third. Those pay 20, 40 and 50 happiness and sit alongside everything else on town orders.
Questions about the Alchemist in Graveyard Keeper 2
How do you unlock the Alchemist shop in Graveyard Keeper 2?
Research Market Stalls III, which costs 150 red and 50 green spheres and sits behind 917 red, 87 green and 120 blue of branch, one node of which opens at 50 reputation with Jack. Then raise the stall at the port for 8 Building Kit I, 6 Wooden Kit I and 3 Iron Kit I. The same node unlocks the Jeweler.
Where do you buy a Philosopher Stone?
The Alchemist, at his third tier only, at 5,000 coins from a full shelf of ten. Nobody else in the game sells one. Use it on an Iron Ingot at the Formulation Bench for a Golden ingot, never on Iron Ore, which returns a Golden nugget worth 100 coins.
Can you buy potions instead of doing alchemy?
Yes, for twenty seven of the twenty nine formulas. The Alchemist stocks everything except Explosive Dust, and he buys Berserker Potion III without ever selling it. The tier III potions only appear once his stall is upgraded twice.
What does Third Eye Salt do?
It adds 2 mastery to all five tracks at once for 450 seconds, which is seven and a half minutes. It costs 1,500 coins from his second tier and is the fastest way past a recipe you are one or two levels short of.
What is the difference between a Solution and an Injection?
A Solution adds skulls of one kind to a body. An Injection adds one kind and removes the other, so Injection for Zombies raises red skulls while cutting white ones. Red skulls decide how many perks a zombie can carry.
Who sells Reanimation Liquid?
The Alchemist from his first tier, five on the shelf at 700 each, and Gunter from his second, three at a time. Nothing in the game buys it back, so the 700 is what you pay rather than what it fetches.








