The Alchemist
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The Alchemist

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The Alchemist keeps the deepest counter in town, and forty five of its forty eight lines are sold by nobody else. Twenty seven of the game's twenty nine alchemy formulas sit on it already mixed, which turns the whole discovery mechanic into something you can pay your way around. His third tier is the only place a Philosopher Stone is ever for sale, and it is the cheapest gold in the game once you know to spend it on an ingot rather than on ore. None of it opens early: his plot at the port stays empty ground until Market Stalls III is researched and the stall is raised.

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 the Jeweler, and both stalls stay unbuilt ground at the port until Market Stalls III is researched.

That node asks 150 and 50 by itself, and the branch that reaches it runs to 917, 87 and 120. One node on the way costs no spheres at all and opens at 50 reputation with Jack, so the foreman gates the alchemy shop as surely as the research does.

Raising the stall costs 8 Building Kit I, 6 Wooden Kit I and 3 Iron Kit I. The two upgrades want 10 Furniture Kit I with 4 Sculpture Kit II and four blank notebooks, then 10 Furniture Kit II with 4 Building Kit II and four hardcover ones, which is the shop asking for its own stock back.

The ordering is kinder than it looks, because the same branch builds the Factory. An assembly bench turns out a Building Kit I for one Stone Kit and a single Brick where a Woodworking Workbench wants six, so by the time you can unlock him you can make his kits cheaply.

Every shop in town, and the technology that reveals it

Market Stalls IFree, granted by the storyApothecary, Vegetable Stand, Tailor
Artisans I75 red, 25 greenBuilder, Smithy
Market Stalls II130 red, 30 greenFurniture Maker, Baker, Fish Stand
Artisans II100 red, 75 greenTavern, Brewery
Market Stalls III150 red, 50 greenAlchemist, Jeweler
The first three stalls cost nothing

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. Explosive Dust is the one formula he never carries, and Berserker Potion III is the odd case in the other direction: he will take one off you at his third tier and never stocks a single one.

What each formula costs him, and what it costs in runes

Leather ScrollNot a formula101
Clean PaperNot a formula201
Paper glopNot a formula251
Healing Potion2 red501
InkNot a formula501
Science Kit INot a formula501
Dream Dust1 green, 1 blue1001
Damage Potion1 red, 1 green1001
Zombie Motivator Potion1 red, 1 blue1501
Paint2 green2001
Lacquer2 blue2001
Berserker Potion1 red, 1 green, 1 blue2001
Weak growth elixir1 red, 2 green2001
Preservative3 green4001
Reanimation Liquid2 red, 1 green, 4 blue7001
Healing Potion II4 red2502
Organ Improver (White Skull)4 green4002
Rich growth elixir1 red, 3 green4002
Spices2 green, 2 blue4002
Damage Potion II2 red, 2 green5002
Organ Improver (Red Skull)4 red, 1 green5002
Zombie Motivator Potion II1 red, 2 blue7502
Berserker Potion II2 red, 1 green, 1 blue1,0002
Third Eye Salt1 red, 5 blue1,5002
Healing Potion III5 red1,0003
Umami4 green, 4 blue1,5003
Miracle growth elixir1 red, 5 green1,5003
Damage Potion III3 red, 3 green2,0003
Alkali1 red, 4 green, 2 blue2,0003
Tannin Liquid4 red, 2 green, 1 blue2,0003
Zombie Motivator Potion III3 red, 3 blue2,5003
Philosopher Stone3 red, 3 green, 3 blue5,0003
Berserker Potion III3 red, 2 green, 2 blueHe never stocks it3
Explosive Dust2 red, 2 blueHe never stocks itNever

Two of those are worth buying once even if you intend to do your own mixing. Alkali and Tannin Liquid each feed exactly one recipe, the best sword and the best armor in the game, and at 2,000 coins apiece they are cheaper than a wasted rune hunt. Spices and Umami raise the quality of cooked food and are the only reason a cabbage bowl is ever worth selling.

The Philosopher Stone halves the price of gold

At his third tier the Alchemist puts ten Philosopher Stone on the shelf at 5,000 each, and no other vendor in the game carries one. The description says what it is for and does not exaggerate.

Turns iron into gold.

Philosopher Stone

At the Formulation Bench one stone and one Iron Ingot become one Golden ingot in twelve seconds. That is around 5,160 coins of ingredients for an ingot the Jeweler charges 10,000 for, which is the cheapest gold in the game by a wide margin once his stall is at tier three.

Never spend a stone on ore

The same bench takes one stone and one Iron Ore and returns a Golden nugget. A nugget is worth 100 coins, so that craft burns 5,100 coins of ingredients to produce 100.

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

Third Eye Salt arrives at his second tier at 1,500 coins, and drinking one adds 2 mastery to all five tracks at once for 450 seconds. Anatomy, Farming, Building, Smithing and Book writing all move together, which no perk and no tool does.

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 the Jeweler sells. Those are permanent and they only feed Book writing, at +1, +2 and +4. The Salt is temporary and feeds everything, so the two answer different problems and neither replaces the other.

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.

What each fluid does to a body, and what he charges

Solution for Corpses+1, +2, +3None1001,0005,000
Solution for ZombiesNone+1, +2, +32001,2006,000
Injection for Corpses+1, +2, +3-1, -2, -32001,2007,000
Injection for Zombies-1, -2, -3+1, +2, +33001,3008,000

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 Formulation Bench job once Anatomy is high enough. A Solution for Corpses is one Melted Fat and one Preservative, a Solution for Zombies swaps the fat for Alcohol, and both Injections add a Comet’s Tail on top. They are graded recipes, so the grade you get is the grade your mastery earns, and Preservative is on his shelf at 400 as well.

The paper counter is the whole book chain

Behind the potions sits a second shop that has nothing to do with alchemy. Leather Scroll at 10, Clean Paper at 20, Paper glop at 25, Ink at 50 and Science Kit I at 50 are all on the counter from his first tier, in stacks of twenty.

The two notebooks are the reason to care. Blank Softcover Notebook at 80 from his second tier feeds twenty seven recipes, and Blank Hardcover Notebook at 150 from his third feeds ten more, including the Hypno Prayer and every hardcover book. Both are otherwise a Writing Desk or Printing Press job with a paper chain behind them.

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 Leather Scroll and Clean Paper it would otherwise take.

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.

What each tier changes

120820Every basic formula, grade I fluids, the paper counter
2501635Tier II potions, Third Eye Salt, Spices, Organ Improvers, Science Kit II, softcover notebooks
31002548Tier 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 Dream Dust, three Preservative and twenty Clean Paper each pay two at his first tier, and by his third a single Philosopher Stone or one Umami pays the same two, which makes the cheap lines the sensible ones to hand over.

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.

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