Graveyard Keeper 2 Alchemy Recipes and Rune Combinations
Every Graveyard Keeper 2 alchemy formula: exact red, green and blue rune combinations, which ones need Laboratory II, and what each potion does.
How does alchemy work in Graveyard Keeper 2?
Alchemy is exact rune arithmetic. Every ingredient carries red, green and blue runes, and a formula demands a precise total; one rune over or under and the lab produces nothing at all. Load order does not matter — only the colour totals do.
Runes are added by colour, and any single colour caps at 5 per mix. That cap is why the strongest formulas need three ingredients: five red, five green and five blue cannot split across two slots.
| Rule | How it works |
|---|---|
| Runes | Each alchemy ingredient carries some number of red, green and blue runes |
| Matching | Add the ingredient runes by colour; the total must equal the formula exactly |
| Slot limit | Laboratory I takes 2 ingredients, Laboratory II at most 3 |
| Colour cap | Any single colour tops out at 5 runes |
| Discovery | A successful mix is written into your Folio permanently |
| Tech unlock | 25 formulas count as tech-tree unlocks |
| Scale | 63 ingredients produce 6,960 valid mixes; 35 need one ingredient |
How many ingredients fit in Laboratory I and Laboratory II?
Laboratory I accepts up to 2 ingredients and Laboratory II up to 3, and that slot count — not the rune total — decides which lab a formula needs. Six formulas have no mix that fits two slots at all, so they need the bigger lab however cheap their ingredients look in the Folio.
| Lab | Ingredient slots | Formulas that require it |
|---|---|---|
| Laboratory I | 2 | 23 of the 29 |
| Laboratory II | 3 | 6 of the 29 |
Source: gamebalance_full.json → alchemyMixSourceDefs[], build 25509347.
One naming warning: the station dataset registers a single Alchemy Workbench record, while the alchemy documentation and Fextralife both describe two tiers, Laboratory I and II. No source confirms these are the same facility, so the crafting station list uses the dataset name.
Why can’t you add an ingredient you already own?
Because every ingredient must be researched once at the Study Table before its runes become visible, and the lab refuses anything unstudied. One study per item type is permanent, so stocking Science early beats hunting an ingredient later; see tech point farming.
What else does the lab need before it will run?
It needs flask charges and fuel. Every brew consumes Alchemy Flasks from the Flask shelf plus Fuel, and a lab missing either one will not start. Discovered formulas are written into the Folio permanently, so a successful mix is never lost and never has to be re-derived.
The Alchemy Workbench costs 6 Wooden Plank, 8 Iron Nails and 10 Brick, and the Flask shelf turns 1 Alchemy Flasks I into 5 usable flasks. Fuel is the bigger bottleneck than most expect: the same pool feeds eight stations including the Distillation Cube — see factory power.
What are all 29 Graveyard Keeper 2 alchemy formulas?
All 29 formulas are below, and the rune column is an exact target: two green means exactly two green runes and nothing else. Organ Improver is the one formula with two outputs, a red-skull and a white-skull version, so it takes two rows and the total comes to 29.
| Formula | Rune combination | Lab required | Base price (bronze) | Mixes | Buyer and tier |
|---|---|---|---|---|---|
| Dream Dust | 1 green + 1 blue | Laboratory I | 100 | 23 | Alchemist 1–3 |
| Paint | 2 green | Laboratory I | 200 | 21 | Trademaster 1 (priceMod 300); Alchemist 1–3; Furniturer 3, 0/batch |
| Lacquer | 2 blue | Laboratory I | 200 | 14 | Trademaster 1 (priceMod 300); Alchemist 1–3; Furniturer 3, 0/batch |
| Healing Potion | 2 red | Laboratory I | 50 | 13 | Alchemist 1–3 |
| Healing Potion II | 4 red | Laboratory I | 250 | 52 | Alchemist 2–3 |
| Healing Potion III | 5 red | Laboratory I | 1,000 | 76 | Alchemist 3 |
| Damage Potion | 1 red + 1 green | Laboratory I | 100 | 23 | Alchemist 1–3 |
| Damage Potion II | 2 red + 2 green | Laboratory I | 500 | 216 | Alchemist 2–3 |
| Damage Potion III | 3 red + 3 green | Laboratory I | 2,000 | 471 | Alchemist 3 |
| Zombie Motivator Potion | 1 red + 1 blue | Laboratory I | 150 | 17 | Alchemist 1–3 |
| Zombie Motivator Potion II | 1 red + 2 blue | Laboratory I | 750 | 64 | Alchemist 2–3 |
| Zombie Motivator Potion III | 3 red + 3 blue | Laboratory I | 2,500 | 253 | Alchemist 3 |
| Berserker Potion | 1 red + 1 green + 1 blue | Laboratory I | 200 | 112 | Alchemist 1–3 |
| Berserker Potion II | 2 red + 1 green + 1 blue | Laboratory I | 1,000 | 204 | Alchemist 2–3 |
| Berserker Potion III | 3 red + 2 green + 2 blue | Laboratory II | 3,000 | 887 | Alchemist 3, 0 per batch |
| Weak growth elixir | 1 red + 2 green | Laboratory I | 200 | 102 | Alchemist 1–2 |
| Rich growth elixir | 1 red + 3 green | Laboratory I | 400 | 218 | Alchemist 2–3 |
| Miracle growth elixir | 1 red + 5 green | Laboratory I | 1,500 | 363 | Alchemist 3 |
| Preservative | 3 green | Laboratory I | 400 | 70 | Alchemist 1–3 |
| Organ Improver 🔴 | 4 red + 1 green | Laboratory I | 500 | 197 | Alchemist 2–3 |
| Organ Improver ⚪ | 4 green | Laboratory I | 400 | 136 | Alchemist 2–3 |
| Reanimation Liquid | 2 red + 1 green + 4 blue | Laboratory II | 700 | 556 | Gunter 1–3; Alchemist 1–3 |
| Tannin Liquid | 4 red + 2 green + 1 blue | Laboratory II | 2,000 | 512 | Alchemist 3 |
| Alkali | 1 red + 4 green + 2 blue | Laboratory II | 2,000 | 945 | Alchemist 3 |
| Explosive Dust | 2 red + 2 blue | Laboratory I | 150 | 123 | No buyer in the data |
| Spices | 2 green + 2 blue | Laboratory I | 400 | 250 | Alchemist 2–3 |
| Umami | 4 green + 4 blue | Laboratory II | 1,500 | 440 | Alchemist 3 |
| Philosopher Stone | 3 red + 3 green + 3 blue | Laboratory II | 5,000 | 432 | Alchemist 3 |
| Third Eye Salt | 1 red + 5 blue | Laboratory I | 1,500 | 170 | Alchemist 2–3 |
Source: gamebalance_full.json → itemDefs[].basePrice, alchemyMixSourceDefs[].formulaId and vendorDefs[].tierDataList[].vendorProducts[], build 25509347. Of 803 vendor product records, 790 carry priceMod = 0; two of the 13 that do not are Paint and Lacquer. Trademaster and Alchemist list 5 units per batch at tier 1, 10 from tier 2. What a trader pays is computed at runtime, so this page quotes no selling price; only Explosive Dust has no buyer. The 6,960 mixes are on alchemy ingredient combinations.
Which six formulas need Laboratory II?
Six formulas have no valid two-ingredient mix, so Laboratory I can never produce them: Berserker III, Reanimation Liquid, Tannin Liquid, Alkali, Umami and Philosopher Stone. Every recorded mix for those six uses all three slots; the other 23 each have one that fits two.
Source: gamebalance_full.json → alchemyMixSourceDefs[].ingredient1–3, build 25509347.
Three of the six matter beyond collection: Philosopher Stone is the only Formulation Bench route to Golden nugget, Tannin Liquid feeds Master Armor, and Alkali feeds Master Sword. Item prices and selling covers how trader level and purse cap volume.
What do the combat potions actually do?
The four potion lines cover healing, raw damage, zombie attack speed and stamina-free attacks. Durations run 15 to 60 seconds, and every tier is additive within its line, so brewing the II variant does not replace the I variant — carry both.
| Potion line | Effect | Source |
|---|---|---|
| Healing I / II / III | Restores 20 / 40 / full health (100) | 2, 4, 5 red |
| Damage I / II / III | +3 / +6 / +9 sword and bow damage, 30 s; zombies and arrow towers get nothing | 1–3 red plus equal green |
| Zombie Motivator I / II / III | Halves zombie warrior attack interval, 15 s / 30 s / 1 min | 1–3 red plus 1–3 blue |
| Berserker I / II / III | Sword and bow cost no stamina for 15 / 30 / 45 s | 1–3 red plus green and blue |
Zombie Motivator is the one to brew first if you run a zombie production line: it accelerates workers you already have. Damage and Berserker are player-only, so they matter for clearing content, not throughput.
Which ingredients carry which runes?
Ingredients carry different rune mixes, and the most-used are single-colour filler: Clay, Flesh and Sand each one red, Berry, Leaf and Stick one green, Blueberry, Blood and Seed oil one blue. Those three runes are the backbone of almost every formula; the counts below are how many of the 29 use each.
| Ingredient | Red | Green | Blue | Formulas it appears in |
|---|---|---|---|---|
| Clay | 1 | 0 | 0 | 21 |
| Flesh | 1 | 0 | 0 | 21 |
| Sand | 1 | 0 | 0 | 21 |
| Berry | 0 | 1 | 0 | 18 |
| Leaf | 0 | 1 | 0 | 18 |
| Stick | 0 | 1 | 0 | 18 |
| Blueberry | 0 | 0 | 1 | 14 |
| Blood | 0 | 0 | 1 | 14 |
| Seed oil | 0 | 0 | 1 | 14 |
| Flax | 1 | 1 | 0 | 13 |
| Flour | 0 | 2 | 0 | 13 |
| Zombie goo | 0 | 0 | 2 | 10 |
Two more groups matter. The 19 Alchemic Powders carry exactly the runes in their name — “Alchemic Powder (1 red, 2 blue)” is one red plus two blue — and the Apothecary buys them. Organs mix too, but only gold-quality Heart, Brain and Guts carry runes.
Which alchemy products feed fertilizer?
Four of the formulas above are farm inputs, not combat gear: Weak, Rich and Miracle growth elixir plus Dream Dust. They brew in Laboratory I and assemble into Headstart, Crop Boosting and Farming Fertilizer tiers at the Formulation Bench. The mapping is in growth elixirs; single recipes on rich growth elixir and dream dust.
Recipes mentioning the Church workbench or quality fertilizer with roman numerals belong to the first game, not this one.
Is there a Bloody Nails recipe in Graveyard Keeper 2?
No recipe by that name exists in the 425-recipe dataset — searching returns zero rows. Bloody Nails is a first-game item from the Iron Maiden to Snake chain, surviving in search suggestions, not in this game’s crafting list. A guide telling you to craft it here recycles the previous game.
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