Wizard Alchemy Potions Guide
Use this guide when you want to know which potion to craft next, how much Magic you need, what starter materials are useful, and how to avoid wasting good ingredients on the wrong brewing attempt. Potions are the path to stronger spells, smoother farming, and better boss practice.
What should I craft first?
Most new players should start with Wind Blade, then try Rock Blast, then move toward Ice Spike. These early potion targets have low Magic requirements and teach the brewing loop before you spend stronger materials.
Do not rush late potions just because they sound stronger. A reliable early spell that you can use while farming is better than a rare target you cannot consistently brew yet.
Match the Magic value
Each material contributes a Magic score. Add materials until the total reaches the potion you want. If the total goes far beyond the next tier, your chance can shift toward other potion outcomes, so plan your ingredient total instead of throwing every valuable item into the cauldron.
Save strong materials
Starter items are good for learning. Higher-value drops like enemy parts are better saved for bigger potion targets or for attempts where you already know exactly what Magic total you want. If you are unsure, check the table below before brewing.
All Wizard Alchemy Potions and Magic Values
This table lists all 26 craftable potions in Wizard Alchemy across both worlds, ranked from S tier (strongest) to D tier (starter). The Magic value is the minimum total you should aim for with your materials. Use the Tier and World columns to decide whether a potion is a starter target, a mid-game unlock, or a late-game goal.
| Potion | Required Magic | Tier | World | How players should use it | |
|---|---|---|---|---|---|
| Solar Flare Potion | 245 Magic | S | New Mainland | The strongest potion in the game and the ultimate brewing goal. Reserved for endgame players with deep New Mainland material farms. | |
| Molten Core Potion | 230 Magic | S | New Mainland | A top-end Fire spell that needs Lava Behemoth Remains and other high-value Sea of Oblivion drops. | |
| Incendies Potion | 160 Magic | S | New Mainland | A high-damage Fire option once you can farm the volcano region reliably. | |
| Thunder Revenge Potion | 150 Magic | S | New Mainland | A strong Thunder spell and one of the more reachable S-tier targets in World 2. | |
| Night Wraith Potion | 130 Magic | S | World 1 | The strongest World 1 potion, a Dark spell. Use Dark Shards (SPELL code) to boost the brewing odds. | |
| Bolide Potion | 120 Magic | A | New Mainland | A reliable late-game spell while you build toward the S-tier potions. | |
| Thunder Ball Potion | 112 Magic | A | New Mainland | A solid Thunder target for clearing orc routes in the Sea of Oblivion. | |
| Wood Thorn Potion | 105 Magic | A | New Mainland | A New Mainland Wood spell worth refining once you reach the region. | |
| Radiant Sword Potion | 105 Magic | A | World 1 | A strong Light spell; pair with Light Shards from the SPELL code. | |
| Lotus Bloom Potion | 100 Magic | A | World 1 | A late World 1 unlock that bridges you toward Night Wraith. | |
| Dragon Breath Potion | 99 Magic | A | World 1 | A top World 1 target for players with stable material farming and good controls. | |
| Frost Thorns Potion | 80 Magic | A | World 1 | The easiest A-tier to reach — its damage, cooldown and range fit normal farming, making it a smart refinement target. | |
| Earth Spike Potion | 77 Magic | B | World 1 | Works best as a planned attempt rather than a random dump of valuable materials. | |
| Twin Currents Potion | 75 Magic | B | New Mainland | A Water spell unlocked through New Mainland materials. | |
| Meteorite Potion | 74 Magic | B | World 1 | A stronger spell target for players already comfortable with the brewing minigame. | |
| Tornado Potion | 70 Magic | B | World 1 | Do not force this until your farming route can produce enough value consistently. | |
| Twisting Potion | 60 Magic | C | New Mainland | An early New Mainland target while you learn the region's materials. | |
| Ice Turtle Potion | 52 Magic | C | World 1 | A mid-tier target that benefits from planning material totals carefully. | |
| Earth Shield Potion | 48 Magic | C | World 1 | A defensive option to consider when enemies or bosses start punishing mistakes. | |
| Fire Arrow Potion | 45 Magic | C | World 1 | Good to track once you can farm higher-value materials without slowing down. | |
| Thunder Strike Potion | 40 Magic | C | New Mainland | An entry Thunder spell from the Sea of Oblivion. | |
| Lithe Potion | 40 Magic | C | World 1 | A major jump from starter potions; prepare better material sources before chasing it. | |
| Wood Splinter Potion | 30 Magic | D | New Mainland | The cheapest New Mainland potion, useful for learning the region's brewing. | |
| Ice Spike Potion | 10 Magic | D | World 1 | A practical early unlock that teaches you how to plan a slightly higher Magic total. | |
| Rock Blast Potion | 8 Magic | D | World 1 | A simple follow-up target after Wind Blade when you have enough small materials. | |
| Wind Blade Potion | 6 Magic | D | World 1 | A first spell target for learning the crafting menu and testing basic ranged combat. |
Note on Magic values: some community player guides list Night Wraith between 129–150 and Molten Core around 140 (that figure is Spell Power, not the brewing Magic requirement). The values above use the most consistent cross-source numbers as of June 2026.
How Potion Brewing Works
Open the brewing menu
Use the alchemy or brewing station when you are ready to craft. Check your inventory first so you know which materials you are willing to spend.
Choose up to five materials
Each material has a Magic score. Your goal is to combine materials until the total reaches the potion target you want.
Avoid careless overshooting
Going above the number is not always bad, but going too far can make you qualify for higher targets and reduce the chance of getting the exact potion you wanted.
Complete the minigame cleanly
When the brewing minigame starts, focus on accuracy. A sloppy minigame can hurt your result, so do not brew while distracted or while enemies are interrupting you.
Test the spell before chasing another
After a successful craft, equip the spell, try it on safe enemies, and decide whether it improves your farming route. A potion only matters if it helps you clear content faster or survive longer.
Starter Brewing Example
If you are trying to reach an early potion target, start with small materials and count the total before pressing Start Brewing. For example, a mix of low-value materials can reach the 10 Magic range for an Ice Spike attempt without spending a high-value enemy drop.
Think of every material as part of a route. Blueberry, Withered Mushroom, and Seagull Egg are useful because they teach you how Magic totals work. Enemy drops become more important when your target jumps from starter potions into the 40+ Magic range.
How Potion Refinement Works
Once you can brew a potion reliably, the next power jump comes from refining it. Refinement combines several copies of the same potion at the Refinement Table to upgrade its grade and increase its damage, range, and effectiveness.
Collect 3+ copies of one potion
You need at least three identical potions to attempt a refine. Refine the same potion instead of splitting materials across many different spells.
Climb the grade ladder
Grades go Unrefined → S → SS → SSS, for a maximum of three refinements. Each step makes the spell noticeably stronger.
Watch the success rate
Three copies give roughly a 25% chance; five to six copies push it to about 50–67%. More copies means a higher chance. Aim for at least 60% before you confirm.
Respect the risk
A failed refine consumes all the potions you put in. Never gamble a refine at a low success rate — farm extra copies first.
Which Potion Should You Refine?
Pick one main spell and pour your copies into it rather than spreading effort thin. The best refinement targets line up with your normal farming route so you can keep producing copies.
For New Mainland players, Thunder Revenge and Incendies are strong refine targets because the Sea of Oblivion enemies drop their materials in bulk. Save Solar Flare and Molten Core refines for when your material stockpile is deep — their copy costs grow steeply.
See material sourcesBest Starter Potion Route
This route is for players who just joined the game, redeemed codes, and want a clean path into the potion system without wasting materials.
Redeem codes first
Use 100KMEMBERS, 20kMembers, and 17kCCU for 20 free Race Rerolls, then read the tier list before spending all of them. A better race can make farming smoother before you start chasing higher potion targets.
Farm simple materials
Gather basic materials from safe sources and starter enemies. You want enough small Magic values to practice brewing without sacrificing rare drops.
Materials guideCraft early spells
Try Wind Blade, Rock Blast, and Ice Spike in that general order. These teach you the timing, Magic-value planning, and combat feel of spell unlocks.
Potion tableUpgrade your route
Once a spell makes fights faster, farm better enemies, save valuable materials, and start planning the jump into 40+ Magic potions.
Wands guideUseful Materials for Potion Crafting
Materials are not just loot. They are your potion budget. Before brewing, check both the Magic score and how hard the item is to replace.
| Material | Magic | Where it helps |
|---|---|---|
| Blueberry | 3 | Good for tiny adjustments and starter attempts. |
| Withered Mushroom | 4 | Useful with Blueberries or Eggs to reach early thresholds. |
| Seagull Egg | 5 | Clean value for early totals like 10 Magic. |
| Golden Tooth | 13 | Better saved for bigger targets because it is worth more than starter gatherables. |
| Goblin Finger | 15 | Strong early enemy drop for higher totals and mid-game prep. |
| Elemental Shards | 0 | Use to improve chances for the matching element instead of increasing the Magic total. |
Material Spending Rules
Rule 1: Do not use a high-value enemy drop when two or three common items can reach the same early target.
Rule 2: Do not press Start Brewing until you know the next potion threshold. If your total is close to the next tier, you may be moving away from the result you wanted.
Rule 3: Keep elemental shards for attempts where the element matters. They do not add Magic score, but they can help nudge the outcome toward the matching element.
Rule 4: When you are learning, aim for repeatable routes. A recipe that needs five items you can farm quickly is better than a recipe that consumes your rarest drop and leaves you stuck.
Read full materials guidePotions, Races, Wands, and Builds
A potion does not exist by itself. The spell you unlock feels better or worse depending on your race, wand, gear, controls, and farming target. Use these quick build notes to decide what to read next.
Check your race before spending rerolls
If you redeemed the active codes, do not roll blindly. A strong race can make your spell progression feel better, but stopping at a good-enough race is often smarter than burning every reroll chasing perfection.
Race tier listUpgrade when fights get slower
If your spell is useful but enemies still take too long, the problem may be your wand or combat route rather than the potion itself. Upgrade when it improves farming speed, not just because the price tag looks bigger.
Wands guidePractice spell aiming
Missed spells waste time. Before blaming a potion, practice dash timing, camera angle, and cast rhythm. A clean Wind Blade or Ice Spike route can outperform a stronger spell that you keep missing.
Controls guidePotion and Crafting Videos
Use video guides when you want to see the brewing menu, material selection, minigame timing, or a farming route in motion. Written tables are faster for exact values, while videos are better for visual steps.
The embed below is a community video area. Always compare video information with the latest in-game behavior, especially after updates.
Open all video guidesCommon Potion Mistakes
Most brewing mistakes come from rushing. Slow down for ten seconds before starting a craft and you will save more materials over time.
Using every material at once
More Magic is not always better when you want a specific potion. Count your total and avoid jumping past the target range without a reason.
Ignoring gatherable items
Small materials look weak, but they are perfect for early targets and small adjustments. Do not treat every low-value item as trash.
Crafting before checking codes
Codes give Race Rerolls. A better race may improve your farming comfort before you commit to longer potion routes.
Skipping the minigame focus
Accuracy matters. If you are distracted, lagging, or still fighting near the station, wait until the attempt is clean.
Chasing Dragon Breath too early
Dragon Breath is exciting, but a 99 Magic target is not a beginner project. Build a reliable material route first.
Not testing new spells
After unlocking a spell, try it in normal farming. If it does not improve your route, your next upgrade may be a wand, race, or controls adjustment instead.
Wizard Alchemy Potions FAQ
Quick answers for players searching for potion recipes, spell unlocks, materials, and brewing help.
What are the best early potions in Wizard Alchemy?
Wind Blade, Rock Blast, and Ice Spike are the best early targets because their Magic values are low and they teach you the brewing system without requiring heavy material farming.
How do I craft a specific potion?
Check the potion's required Magic value, combine materials until your total reaches that target, avoid careless overshooting, then complete the brewing minigame. If you want an elemental result, use matching elemental shards when you have them.
Why did I not get the potion I wanted?
Potion brewing has chance involved. Your material total, the threshold you reached, possible elemental modifiers, and minigame performance can all affect the result. If you used too much Magic, you may have pushed yourself into a different outcome range.
Should I use Goblin Finger on starter potions?
Usually no. Goblin Finger has a higher Magic value than tiny gatherables, so it can be better saved for bigger targets unless you specifically need that value to hit a planned total.
Do elemental shards add Magic?
Elemental shards are listed as 0 Magic in current public potion data. Their value is in improving the chance for a matching elemental potion rather than raising the material total.
What should I do after Ice Spike?
Start preparing for the jump into 40+ Magic potions. That means improving your farming route, saving higher-value drops, checking your wand, and making sure your controls feel comfortable.
What is the strongest potion in Wizard Alchemy?
Solar Flare (245 Magic) is the strongest potion in the game, followed by Molten Core (230), Incendies (160), and Thunder Revenge (150) — all New Mainland S-tier spells. In World 1, Night Wraith (130 Magic) is the top potion. These are late-game goals, not beginner targets.
What does potion refinement do?
Refinement upgrades a potion's grade from Unrefined to S, SS, then SSS by combining several copies of the same potion. Each grade increases damage, range, and effectiveness. You need at least three copies per attempt, and a failed refine consumes them, so aim for a 60%+ success rate before confirming.
Where should I go next?
Open the materials guide if you need ingredient sources, the beginner guide if you are still learning the loop, the controls guide if you miss spells often, or the tier list if you are deciding how to use Race Rerolls.
Wizard Alchemy Potions Player Plan
Use this Wizard Alchemy potions plan when you want a stronger spell but do not want to waste rare materials.
For most players, Wizard Alchemy potions should follow your current route. Brew cheap Wizard Alchemy potions for early quests, then save high-value materials for potions that help with bosses, New Mainland, or the current event.