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Wizard Alchemy artwork

Wizard Alchemy Wiki

Updated 28 minutes ago

Wizard Alchemy is a loop of brewing and fighting. At the Alchemy Table you toss in up to five ingredients, each worth a different amount of Magic, and the mix decides which potion you are likely to pull out the other end.

Brewing is hands-on, especially the stirring step, a rhythm minigame where nailing the timing raises your potion's purity. Those potions hand you spells like Wind Blade and Ice Spike, which you then use to hunt tougher materials for better brews. Stack three of the same potion to refine it into a stronger version, and the cycle keeps feeding itself: brew, fight, gather, brew bigger.

Game Created
April 8, 2026
Last Updated On
July 3, 2026
Age Requirement
All Ages
Genre
RPG
Subgenre
Action RPG
Supported Devices
DesktopMobileTabletConsoleVR
Active Wizard Alchemy Codes

Checked and verified on July 16, 2026

9 active
1
POISON

You get 5 Race Rerolls

Added Jun 27, 2026
2
SPIDER

You get 5 Race Rerolls

Added Jun 27, 2026
3
MAGICPETS

You get 200 Pet Coins

Added Jun 19, 2026

Showing the latest 3 of 9 active codes. View all Wizard Alchemy codes

Materials:

Materials are the ingredients behind Wizard Alchemy's potion loop. Departure Isle and Sea of Oblivion drops raise Magic Power for stronger brews, while elemental shards help steer a potion toward a chosen element once the Magic total is ready.

All 26 Materials in Wizard Alchemy

Potions:

Potions are Wizard Alchemy's spell ladder. Materials decide which Magic thresholds you can reach, while refinement, shards, and New Mainland potion targets shape which spells are worth saving, upgrading, or selling.

All 26 Potions in Wizard Alchemy

Races:

Races are Wizard Alchemy's reroll traits. Human has no bonuses, early races help movement or sustain, Rare rolls start supporting combat, and Epic or Legendary rolls can shape Fire, Ice, Dark, farming, or all-around spell builds.

All 10 Races in Wizard Alchemy

Wands:

Wands set the combat baseline in Wizard Alchemy. The route starts with Twisted Wand, moves through Roger's shop upgrades, branches into hidden Departure Isle picks like Ice Star and Ember Staff, then reaches the Sea of Oblivion Ember Wand for late bonus stacking.

All 7 Wands in Wizard Alchemy

Brooms:

Brooms are Wizard Alchemy's travel items. Apprentice Broom gives players an early movement option on Departure Isle, while Lava Broom is the faster Sea of Oblivion upgrade once saving 50K Coins is realistic.

All 2 Brooms in Wizard Alchemy

Robes:

Robes are Wizard Alchemy's HP gear slot. Starmoon gives the first +30 HP bump, while Golden Reverie and Starlight are +60 HP upgrades from Roger's Wizard Robe shop; exact Gold costs should be checked in-game because current price lists disagree.

All 3 Robes in Wizard Alchemy

Wizard Hats:

Wizard hats are Wizard Alchemy's head-slot survival gear. Starmoon, Golden Reverie, and Starlight cover the Roger shop HP route, while Lava Wizard Hat adds Sea of Oblivion lava resistance for players moving into New Mainland content.

All 4 Wizard Hats in Wizard Alchemy

Enemies:

Enemies are the combat side of Wizard Alchemy's material grind. Dwarfs and goblins cover early Departure Isle farming, mutants and Dwarf King handle Furnace Core and shard routes, and Sea of Oblivion adds orc, priest, and Lava Behemoth material targets for New Mainland progression.

All 14 Enemies in Wizard Alchemy

Chests:

Chests are fixed material pickups across Wizard Alchemy's first-island route. The tracked set covers 10 spawn, mine, lighthouse, boss-route, treehouse, and hidden-platform locations, with reward details kept cautious because exact chest-specific pools are not listed.

All 10 Chest Locations in Wizard Alchemy

Enchantments:

Enchantments add random extra stats to Wizard Alchemy wands through Enchanted Stone rolls. The current set has 10 rolls covering crit damage, crit rate, element damage, attack boost, alchemy luck, movement speed, and cooldown-focused utility.

All 10 Enchantments in Wizard Alchemy

Locations:

Locations are the route anchors for Wizard Alchemy progression. Spawn services handle brewing, selling, quests, and gear, while forest, mine, beach, boss, hidden-shop, and Sea of Oblivion landmarks shape the material, chest, enchantment, and New Mainland upgrade loops.

All 20 Locations in Wizard Alchemy

NPCs:

NPCs connect Wizard Alchemy's early systems: Roger sells equipment, Lombart handles unwanted materials, Harryint and Fugitive Orc offer quest routes, and named landmarks such as Traveler, Optimistic Miner, and Lemin help players find chests and farming paths.

All 7 NPCs in Wizard Alchemy

Resource Nodes:

Resource nodes cover Wizard Alchemy's safer material sources: starter bushes, mushrooms, nests, New Mainland pickups, broad chest rewards, and the Enchanted Stone source that still needs combat-ready handling.

All 8 Resource Nodes in Wizard Alchemy

Wizard Alchemy Controls

ActionDesktop
MoveW/A/S/D
JumpSpace
DashQ
AttackLeft mouse button
Cast spellsE / R
Walk / run toggleCtrl

Wizard Alchemy Gameplay Tips

  • Materials and potions drive the main route. Farm ingredients around the Magic threshold you need instead of throwing rare drops into random brews.
  • Brew at the spawn Alchemy table, then use the Refine machine only when you can afford the risk. Three matching potions give the cleanest upgrade attempt.
  • Quests and monster farming are the early Gold engine. Harryint's starter quests, goblins, dwarfs, and Fugitive Orc routes help you buy wand, robe, hat, and stat upgrades before bosses feel comfortable.
  • Keep Race Rerolls and Enchanted Stones for a build plan. A useful race or wand enchantment that fits your element, cooldowns, or survival is better than gambling every reward immediately.
  • Learn the fixed route landmarks before New Mainland runs. Spawn services, river, mine, lighthouse side, Dwarf King, chests, and hidden shops decide how fast you gather materials and recover between fights.

Wizard Alchemy Events

Recent updates, live events, and completed event history for Wizard Alchemy.

  1. 🏴‍☠️Pirate Adventure⚓

    Completed

    Starts (PT): Jun 12, 2026, 7:00 AM.Ends (PT): Jun 19, 2026, 6:50 AM

  2. Magic Update Is Coming!

    Completed

    Starts (PT): Jun 5, 2026, 7:00 AM.Ends (PT): Jun 12, 2026, 6:50 AM

  3. 🧹Druid Event✨

    Completed

    Starts (PT): May 29, 2026, 7:00 AM.Ends (PT): Jun 5, 2026, 7:00 AM

  4. ✨New Exploration Area🌋

    Completed

    Starts (PT): May 22, 2026, 5:00 AM.Ends (PT): May 29, 2026, 4:00 AM

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