Rich Growth Elixir Recipe in Graveyard Keeper 2 — 218 Ways
Rich growth elixir needs exactly 1 red and 3 green runes. All 218 legal ingredient mixes, the 26-item pool, and the technology that unlocks it.
How do you make Rich growth elixir in Graveyard Keeper 2?
Rich growth elixir needs exactly 1 red and 3 green runes, zero blue, and the total has to match exactly. 218 ingredient combinations reach it. The shortest is two items: Beeswax or Coal — each already carrying 1 red and 2 green — plus any single-green ingredient to close the third.
Four mixes that work, all confirmed against the shipped mix table:
| Ingredients | Runes each | Total | Slots |
|---|---|---|---|
| Beeswax + Stick | 1 red 2 green + 1 green | 1 red, 3 green | 2 |
| Alchemic Powder (red + green + green) + Alchemic Powder (green) | 1 red 2 green + 1 green | 1 red, 3 green | 2 |
| Pumpkin + Alchemic Powder (red) | 3 green + 1 red | 1 red, 3 green | 2 |
| Clay + Swamp mushroom + Alchemic Powder (green) | 1 red + 2 green + 1 green | 1 red, 3 green | 3 |
Source: gamebalance_full.json → alchemyMixSourceDefs filtered on formulaId: rich_growing_elixir, build 25509347. The 1 red and 3 green target is alchemyFormulaDefs.runesRed/runesGreen/runesBlue; ingredient rune values are itemDefs[].runesRed/runesGreen. Alchemic Powder names carry sprite tags in the data and are written out by colour here.
The formula record works at either Laboratory I or Laboratory II, and every finished brew fires the same two scripted effects regardless of which of the 218 mixes you used: one Alchemist inspiration and one count toward the pot_done achievement. Its tab field is a bare 2 that the shipped data never labels. Station coverage for both Laboratories is in the crafting stations list.
Which ingredients can go into Rich growth elixir?
Twenty-six items have a rune profile that can reach 1 red and 3 green. Rich and Miracle draw on all 26; Weak uses only the 21 that top out at 2 green, because 1 red plus 2 green never needs a 3-green source. The pool is closed — nothing else in the balance data is accepted.
| Rune profile | Items (base price in bronze) | Price range |
|---|---|---|
| 1 red, 0 green | Clay 0, Sand 0, Alchemic Powder (red) 5, Flesh 35 | 0–35 |
| 1 red, 1 green | Tooth 0, Flax 7, Alchemic Powder (red + green) 10 | 0–10 |
| 1 red, 2 green | Beeswax 0, Coal 0, Alchemic Powder (red + green + green) 25 | 0–25 |
| 0 red, 1 green | Berry 0, Leaf 0, Water 0, Stick 1, Alchemic Powder (green) 5 | 0–5 |
| 0 red, 2 green | Swamp mushroom 0, Flour 5, Alchemic Powder (green + green) 10, Onion I 10, Onion II 14, Onion III 18 | 0–18 |
| 0 red, 3 green | Pumpkin I 20, Alchemic Powder (green + green + green) 20, Pumpkin II 30, Fragrance 30, Pumpkin III 40 | 20–40 |
Source: gamebalance_full.json → itemDefs[].runesRed/runesGreen/runesBlue and items.csv → base_price, build 25509347. Onion and Pumpkin ship three grade records each with identical runes; the grades differ in price only.
Nine of the 26 sit at zero base price — Clay, Sand, Tooth, Beeswax, Coal, Berry, Leaf, Water and Swamp mushroom — and 19 of the 218 mixes are built entirely from zero-price items. Flesh is the one expensive red source at 35. Every rune-bearing item in the game, including the ones that cannot enter this formula, is in the red green and blue rune values reference.
How many ingredient combinations does Rich growth elixir accept?
218 combinations, and the number is arithmetic rather than trial and error. Exactly one red-carrying item appears in every mix, then the green requirement is filled around it, which splits the total into five shapes. Repeats are allowed, so one single-green ingredient can be doubled inside the same mix.
| Red source | Green part | Combinations |
|---|---|---|
| 1 red, 0 green (4 items) | 1 green + 2 green | 4 × 5 × 6 = 120 |
| 1 red, 0 green (4 items) | 3 green | 4 × 5 = 20 |
| 1 red, 1 green (3 items) | 1 green + 1 green | 3 × 15 = 45 |
| 1 red, 1 green (3 items) | 2 green | 3 × 6 = 18 |
| 1 red, 2 green (3 items) | 1 green | 3 × 5 = 15 |
| Total | 218 |
Source: gamebalance_full.json → alchemyMixSourceDefs, build 25509347. grouped by the itemDefs[] rune profile of each ingredient. The 15 in the third row are the pairs drawn with repetition from the five single-green items: five doubled pairs plus ten mixed ones.
The three-slot ceiling is why 1 + 1 + 1 green never appears — three green fillers plus a red source would need a fourth slot, and no mix in the data uses more than three ingredients. The same ceiling applies across the whole game, which is why alchemy ingredient combinations totals 6,960 valid mixes in all.
How does Rich growth elixir compare with Weak and Miracle?
Each tier adds one green while the red stays at 1, and the legal mix count grows faster than the tier does. Weak and Miracle draw on the same 26-item pool, so the whole distance between the three is how the green requirement happens to split across the three available slots.
| Elixir | Rune target | Combinations | 2-slot mixes | 3-slot mixes | 1-slot mixes | Base price |
|---|---|---|---|---|---|---|
| Weak growth elixir | 1 red + 2 green | 102 | 39 | 60 | 3 | 200 |
| Rich growth elixir | 1 red + 3 green | 218 | 53 | 165 | 0 | 400 |
| Miracle growth elixir | 1 red + 5 green | 363 | 15 | 348 | 0 | 1,500 |
Source: gamebalance_full.json → alchemyMixSourceDefs slot counts and itemDefs[].basePrice, build 25509347. Rich takes 2.1 times as many mixes as Weak, and Miracle 3.6 times.
Weak is the only one with single-ingredient recipes: Beeswax, Coal and Alchemic Powder (red + green + green) each carry the full 1 red plus 2 green alone. Miracle is the hardest to shortcut, with only 15 of its 363 mixes fitting two slots, every one of them a 1-red-2-green source plus a 3-green ingredient. The fourth brew on the same branch is Dream Dust, which needs 1 green and 1 blue instead.
When does Rich growth elixir become available?
Not at the start — the formula stays hidden until a technology buys it. It sits behind Fertilizers III, the third of four linked nodes, and every node along that path is a declared prerequisite of the next, so the chain has to be walked in order.
| Node | Cost | Unlocks |
|---|---|---|
| Gardening | 0 red, 5 green | Nothing on this branch |
| Fertilizers I | 0 red, 10 green | Peat, Crop Boosting Fertilizer I |
| Fertilizers II | 0 red, 30 green, 10 blue | Weak growth elixir, the two tier-I fertilizers |
| Fertilizers III | 0 red, 60 green, 15 blue | Rich growth elixir, the two tier-II fertilizers |
Source: tech_tree.csv → parents/red_spheres_price/green_spheres_price/blue_spheres_price/crafts_unlocked/alchemy_formulas_unlocked, build 25509347. Reaching Rich growth elixir costs 0 red, 105 green and 25 blue along the whole chain. The remaining costs across the tree are in the full technology cost list.
Miracle sits one node further out at Fertilizers IV, 0 red, 150 green and 30 blue, and its parent is Zombie Vineyard rather than the Fertilizers line — the top elixir sends you sideways through zombies first. There is also a non-alchemy route: the recipe table carries a craft that turns Rich growth elixir plus one Cinnabar into Miracle growth elixir in 6 ticks, at 3 energy per tick and a mastery requirement of 4. Its station field is an empty list, one of 129 recipe rows in the file that name no station, so the shipped data does not record where you run it.
What is Rich growth elixir worth, and what consumes it?
Three recipes in the shipped recipe data consume Rich growth elixir. Two of them sit at the Formulation Bench and both spend one Rich growth elixir on four Peat; the third is the Cinnabar transmutation described above, and it is the only way to turn an elixir you already hold into a rarer one.
| Recipe | Inputs | Output | Ticks |
|---|---|---|---|
| Headstart Fertilizer II | Peat x4 + Rich growth elixir x1 | Headstart Fertilizer II x1 + perk_compost_chemist |
4 |
| Farming Fertilizer II | Peat x4 + Rich growth elixir x1 | Farming Fertilizer II x1 + perk_compost_chemist |
4 |
| Miracle growth elixir | Cinnabar x1 + Rich growth elixir x1 | Miracle growth elixir x1 | 6 |
Source: crafts.csv → need_items/output_items/duration, build 25509347. Both fertilizer rows list the output twice, the first amount carrying a perk_compost_chemist term, so a flat yield per craft is not what the data records. The Cinnabar row records no station.
Its base price is 400 bronze, double Weak’s and under a third of Miracle’s. The Alchemist’s second trading tier is the one carrying it, at a stock of 10 with a price modifier of 0, while Miracle only appears with the third tier. The data records no payout multiplier for any of the three, so the trader side is a buy list rather than a price list — the per-vendor rules are in the vendor buy price matrix, and what a base price converts to at a stall is in the item prices guide.
Selling one is rarely the point. Weak growth elixir feeds the two tier-I fertilizers, Dream Dust feeds Crop Boosting Fertilizer I, and the Cinnabar transmutation is the only shortcut up the ladder, which makes Rich the middle rung — needed for the two tier-II bags, or turned into the top elixir. Garden-only players can skip the Wheat-consuming Bioreactor; the zombie power guide covers the factory side that competes for the same crop. The growth elixirs and fertilizers guide maps the whole branch, and the fertilizer guide covers what the finished bags do to a plot.
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