Wizard Alchemy materials feed potion brewing. Normal ingredients from Departure Isle and Sea of Oblivion add Magic Power to a brew, while elemental shards push the result toward Fire, Ice, Light, Dark, Earth, or Wind. The useful choice is where the item drops, how hard the source is to farm, and whether the material should be saved for a later potion attempt.
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Material role
Departure Isle materials
These materials cover the first island routes: starter nodes, dwarfs, goblins, mutants, and Dwarf King. Furnace Core is the strongest Departure Isle ingredient, but it is still below the top Sea of Oblivion drops.

Common
Blueberry
Blueberry Bushes, Chests
Easy starter ingredient for low-Magic potion attempts.
- material role
- Magic ingredient
- Magic Power
- 3
- farming stage
- Starter gathering

Common
Withered Mushroom
Mushroom Clusters, Chests
Common node material, with mushroom clusters often found near water.
- material role
- Magic ingredient
- Magic Power
- 4
- farming stage
- Starter gathering

Common
Seagull Egg
Bird Nests, Chests
Look for nests on higher spots such as trees and cliffs.
- material role
- Magic ingredient
- Magic Power
- 5
- farming stage
- Starter gathering

Uncommon
Dwarf Emblem
Pickaxe Dwarfs, Warhammer Dwarfs, Chests
One of the first enemy-drop materials worth farming once starter nodes feel slow.
- material role
- Magic ingredient
- Magic Power
- 12
- drop chances
- 2
- Pickaxe Dwarf 75%
- Warhammer Dwarf 50%
- farming stage
- Early enemy farming

Uncommon
Golden Tooth
Pickaxe Dwarfs, Warhammer Dwarfs, Chests
A stronger dwarf drop that pairs naturally with Dwarf Emblem routes.
- material role
- Magic ingredient
- Magic Power
- 13
- drop chances
- 2
- Pickaxe Dwarf 25%
- Warhammer Dwarf 38%
- farming stage
- Early enemy farming

Uncommon
Goblin Finger
Knife Goblins, Archer Goblins, Chests
The first goblin material to target when potion totals need more than starter node values.
- material role
- Magic ingredient
- Magic Power
- 15
- drop chances
- 2
- Knife Goblin 75%
- Archer Goblin 50%
- farming stage
- Early enemy farming

Rare
Flame Crest
Warhammer Dwarfs, Mutant Warhammer Dwarf, Mutant Archer Goblin, Dwarf King
Good bridge material before the highest-Magic drops.
- material role
- Magic ingredient
- Magic Power
- 19
- drop chances
- 4
- Warhammer Dwarf 13%
- Mutant Warhammer Dwarf 43%
- Mutant Archer Goblin 43%
- Dwarf King 43%
- farming stage
- Mid and elite enemy farming

Rare
Goblin Bone
Knife Goblins, Archer Goblins, Chests
A higher-value goblin drop for midgame potion totals.
- material role
- Magic ingredient
- Magic Power
- 21
- drop chances
- 2
- Knife Goblin 25%
- Archer Goblin 38%
- farming stage
- Mid enemy farming

Epic
Copper Earring
Archer Goblins, Mutant Archer Goblin, Mutant Warhammer Dwarf, Dwarf King
High-Magic material for stronger potion thresholds once elite farming is consistent.
- material role
- Magic ingredient
- Magic Power
- 30
- drop chances
- 4
- Archer Goblin 13%
- Mutant Archer Goblin 43%
- Mutant Warhammer Dwarf 43%
- Dwarf King 43%
- farming stage
- Elite and boss farming

Legendary
Furnace Core
Mutant Archer Goblin, Mutant Warhammer Dwarf, Dwarf King
Highest Departure Isle normal Magic Power value in the current material list.
- material role
- Magic ingredient
- Magic Power
- 43
- drop chances
- 3
- Mutant Archer Goblin 14%
- Mutant Warhammer Dwarf 14%
- Dwarf King 14%
- farming stage
- Elite and boss farming
| Image | Name | Rarity | Source | material role | Magic Power | element effect | drop chances | farming stage | Notes |
|---|---|---|---|---|---|---|---|---|---|
![]() | Blueberry | Common | Blueberry Bushes, Chests | Magic ingredient | 3 | — | — | Starter gathering | Easy starter ingredient for low-Magic potion attempts. |
![]() | Withered Mushroom | Common | Mushroom Clusters, Chests | Magic ingredient | 4 | — | — | Starter gathering | Common node material, with mushroom clusters often found near water. |
![]() | Seagull Egg | Common | Bird Nests, Chests | Magic ingredient | 5 | — | — | Starter gathering | Look for nests on higher spots such as trees and cliffs. |
![]() | Dwarf Emblem | Uncommon | Pickaxe Dwarfs, Warhammer Dwarfs, Chests | Magic ingredient | 12 | — | Pickaxe Dwarf 75%; Warhammer Dwarf 50% | Early enemy farming | One of the first enemy-drop materials worth farming once starter nodes feel slow. |
![]() | Golden Tooth | Uncommon | Pickaxe Dwarfs, Warhammer Dwarfs, Chests | Magic ingredient | 13 | — | Pickaxe Dwarf 25%; Warhammer Dwarf 38% | Early enemy farming | A stronger dwarf drop that pairs naturally with Dwarf Emblem routes. |
![]() | Goblin Finger | Uncommon | Knife Goblins, Archer Goblins, Chests | Magic ingredient | 15 | — | Knife Goblin 75%; Archer Goblin 50% | Early enemy farming | The first goblin material to target when potion totals need more than starter node values. |
![]() | Flame Crest | Rare | Warhammer Dwarfs, Mutant Warhammer Dwarf, Mutant Archer Goblin, Dwarf King | Magic ingredient | 19 | — | Warhammer Dwarf 13%; Mutant Warhammer Dwarf 43%; Mutant Archer Goblin 43%; Dwarf King 43% | Mid and elite enemy farming | Good bridge material before the highest-Magic drops. |
![]() | Goblin Bone | Rare | Knife Goblins, Archer Goblins, Chests | Magic ingredient | 21 | — | Knife Goblin 25%; Archer Goblin 38% | Mid enemy farming | A higher-value goblin drop for midgame potion totals. |
![]() | Copper Earring | Epic | Archer Goblins, Mutant Archer Goblin, Mutant Warhammer Dwarf, Dwarf King | Magic ingredient | 30 | — | Archer Goblin 13%; Mutant Archer Goblin 43%; Mutant Warhammer Dwarf 43%; Dwarf King 43% | Elite and boss farming | High-Magic material for stronger potion thresholds once elite farming is consistent. |
![]() | Furnace Core | Legendary | Mutant Archer Goblin, Mutant Warhammer Dwarf, Dwarf King | Magic ingredient | 43 | — | Mutant Archer Goblin 14%; Mutant Warhammer Dwarf 14%; Dwarf King 14% | Elite and boss farming | Highest Departure Isle normal Magic Power value in the current material list. |
Material role
Sea of Oblivion materials
New Mainland materials raise the Magic Power ceiling with orc, priest, golem, and Lava Behemoth drops. Lava Behemoth Remains is the highest Magic Power material currently listed.

Fern
Fern Bushes, Chests
Starter gathering material for Sea of Oblivion routes.
- material role
- Magic ingredient
- Magic Power
- 5
- farming stage
- New Mainland gathering

Sulphur Lumps
Sulphur Lumps, Chests
Gathered from sulfur nodes and chests in the New Mainland route.
- material role
- Magic ingredient
- Magic Power
- 10
- farming stage
- New Mainland gathering

Volcanic Rock
Volcanic Rock, Chests
A New Mainland node material that sits near early enemy-drop values.
- material role
- Magic ingredient
- Magic Power
- 12
- farming stage
- New Mainland gathering

Orc Ears
Sword Orc, Bow Orc, Axe Orc, Chests
Common orc-route material before the harder Sea of Oblivion drops.
- material role
- Magic ingredient
- Magic Power
- 18
- drop chances
- 3
- Sword Orc 50%
- Bow Orc 30%
- Axe Orc 30%
- farming stage
- New Mainland enemy farming

Orc Teeth
Sword Orc, Bow Orc, Axe Orc
Orc drop for Sea of Oblivion potion totals.
- material role
- Magic ingredient
- Magic Power
- 20
- drop chances
- 3
- Sword Orc 50%
- Bow Orc 30%
- Axe Orc 30%
- farming stage
- New Mainland enemy farming

Broken Arrow
Bow Orc
Focused Bow Orc drop for mid New Mainland potion totals.
- material role
- Magic ingredient
- Magic Power
- 23
- drop chances
- Bow Orc 40%
- farming stage
- New Mainland enemy farming

Iron Armour
Axe Orc, Mutant Axe Orc, Chests
Strong Sea of Oblivion material before gem and core drops.
- material role
- Magic ingredient
- Magic Power
- 29
- drop chances
- 2
- Axe Orc 40%
- Mutant Axe Orc 60%
- farming stage
- New Mainland elite farming

Scepter Gem
Orc Priest, Mutant Orc Priest, Chests
Priest-route material for higher New Mainland potion planning.
- material role
- Magic ingredient
- Magic Power
- 32
- drop chances
- 2
- Orc Priest 40%
- Mutant Orc Priest 60%
- farming stage
- New Mainland elite farming

Golem Core
Mutant Axe Orc, Mutant Orc Priest, Lava Behemoth, Chests
High New Mainland material that passes Furnace Core's Magic Power value.
- material role
- Magic ingredient
- Magic Power
- 45
- drop chances
- 3
- Mutant Axe Orc 30%
- Mutant Orc Priest 30%
- Lava Behemoth 60%
- farming stage
- New Mainland boss farming

Lava Behemoth Remains
Mutant Axe Orc, Mutant Orc Priest, Lava Behemoth, Chests
Highest Magic Power material currently listed for Wizard Alchemy.
- material role
- Magic ingredient
- Magic Power
- 65
- drop chances
- 3
- Mutant Axe Orc 10%
- Mutant Orc Priest 10%
- Lava Behemoth 20%
- farming stage
- New Mainland boss farming
| Image | Name | Rarity | Source | material role | Magic Power | element effect | drop chances | farming stage | Notes |
|---|---|---|---|---|---|---|---|---|---|
![]() | Fern | — | Fern Bushes, Chests | Magic ingredient | 5 | — | — | New Mainland gathering | Starter gathering material for Sea of Oblivion routes. |
![]() | Sulphur Lumps | — | Sulphur Lumps, Chests | Magic ingredient | 10 | — | — | New Mainland gathering | Gathered from sulfur nodes and chests in the New Mainland route. |
![]() | Volcanic Rock | — | Volcanic Rock, Chests | Magic ingredient | 12 | — | — | New Mainland gathering | A New Mainland node material that sits near early enemy-drop values. |
![]() | Orc Ears | — | Sword Orc, Bow Orc, Axe Orc, Chests | Magic ingredient | 18 | — | Sword Orc 50%; Bow Orc 30%; Axe Orc 30% | New Mainland enemy farming | Common orc-route material before the harder Sea of Oblivion drops. |
![]() | Orc Teeth | — | Sword Orc, Bow Orc, Axe Orc | Magic ingredient | 20 | — | Sword Orc 50%; Bow Orc 30%; Axe Orc 30% | New Mainland enemy farming | Orc drop for Sea of Oblivion potion totals. |
![]() | Broken Arrow | — | Bow Orc | Magic ingredient | 23 | — | Bow Orc 40% | New Mainland enemy farming | Focused Bow Orc drop for mid New Mainland potion totals. |
![]() | Iron Armour | — | Axe Orc, Mutant Axe Orc, Chests | Magic ingredient | 29 | — | Axe Orc 40%; Mutant Axe Orc 60% | New Mainland elite farming | Strong Sea of Oblivion material before gem and core drops. |
![]() | Scepter Gem | — | Orc Priest, Mutant Orc Priest, Chests | Magic ingredient | 32 | — | Orc Priest 40%; Mutant Orc Priest 60% | New Mainland elite farming | Priest-route material for higher New Mainland potion planning. |
![]() | Golem Core | — | Mutant Axe Orc, Mutant Orc Priest, Lava Behemoth, Chests | Magic ingredient | 45 | — | Mutant Axe Orc 30%; Mutant Orc Priest 30%; Lava Behemoth 60% | New Mainland boss farming | High New Mainland material that passes Furnace Core's Magic Power value. |
![]() | Lava Behemoth Remains | — | Mutant Axe Orc, Mutant Orc Priest, Lava Behemoth, Chests | Magic ingredient | 65 | — | Mutant Axe Orc 10%; Mutant Orc Priest 10%; Lava Behemoth 20% | New Mainland boss farming | Highest Magic Power material currently listed for Wizard Alchemy. |
Material role
Elemental shards
Shards do not work like normal Magic ingredients. Add them when the Magic total is already high enough and you want a better chance at a matching element.

Rare
Ice Shard
Chests, Codes
Use when you want a better chance at an Ice result instead of more normal Magic Power.
- material role
- Element shard
- element effect
- +50% chance for Ice element potion
- farming stage
- Element planning

Rare
Light Shard
Mutant Archer Goblin, Mutant Warhammer Dwarf, Chests, Codes
Use for Light element planning when normal Magic Power is already high enough.
- material role
- Element shard
- element effect
- +50% chance for Light element potion
- drop chances
- 2
- Mutant Archer Goblin 50%
- Mutant Warhammer Dwarf 50%
- farming stage
- Elite enemy and element planning

Rare
Dark Shard
Mutant Archer Goblin, Mutant Warhammer Dwarf, Chests, Codes
Use for Dark element planning when normal Magic Power is already high enough.
- material role
- Element shard
- element effect
- +50% chance for Dark element potion
- drop chances
- 2
- Mutant Archer Goblin 50%
- Mutant Warhammer Dwarf 50%
- farming stage
- Elite enemy and element planning

Rare
Earth Shard
Chests, Codes
Use when the target potion path benefits from Earth element chance.
- material role
- Element shard
- element effect
- +50% chance for Earth element potion
- farming stage
- Element planning

Rare
Fire Shard
Chests, Codes
Use when the target potion path benefits from Fire element chance.
- material role
- Element shard
- element effect
- +50% chance for Fire element potion
- farming stage
- Element planning

Rare
Wind Shard
Chests
Use when the target potion path benefits from Wind element chance.
- material role
- Element shard
- element effect
- +50% chance for Wind element potion
- farming stage
- Element planning
| Image | Name | Rarity | Source | material role | Magic Power | element effect | drop chances | farming stage | Notes |
|---|---|---|---|---|---|---|---|---|---|
![]() | Ice Shard | Rare | Chests, Codes | Element shard | — | +50% chance for Ice element potion | — | Element planning | Use when you want a better chance at an Ice result instead of more normal Magic Power. |
![]() | Light Shard | Rare | Mutant Archer Goblin, Mutant Warhammer Dwarf, Chests, Codes | Element shard | — | +50% chance for Light element potion | Mutant Archer Goblin 50%; Mutant Warhammer Dwarf 50% | Elite enemy and element planning | Use for Light element planning when normal Magic Power is already high enough. |
![]() | Dark Shard | Rare | Mutant Archer Goblin, Mutant Warhammer Dwarf, Chests, Codes | Element shard | — | +50% chance for Dark element potion | Mutant Archer Goblin 50%; Mutant Warhammer Dwarf 50% | Elite enemy and element planning | Use for Dark element planning when normal Magic Power is already high enough. |
![]() | Earth Shard | Rare | Chests, Codes | Element shard | — | +50% chance for Earth element potion | — | Element planning | Use when the target potion path benefits from Earth element chance. |
![]() | Fire Shard | Rare | Chests, Codes | Element shard | — | +50% chance for Fire element potion | — | Element planning | Use when the target potion path benefits from Fire element chance. |
![]() | Wind Shard | Rare | Chests | Element shard | — | +50% chance for Wind element potion | — | Element planning | Use when the target potion path benefits from Wind element chance. |
How materials fit into potion brewing
Potion attempts use the total Magic Power from normal materials. Blueberry, Withered Mushroom, and Seagull Egg are low-value ingredients, but they are easy to gather and help with early brews. Enemy drops such as Dwarf Emblem, Golden Tooth, Goblin Finger, Flame Crest, Goblin Bone, Copper Earring, and Furnace Core push Departure Isle brewing higher.
Sea of Oblivion materials take that same loop into New Mainland. Fern, Sulphur Lumps, and Volcanic Rock come from gathering routes, while Orc Ears, Orc Teeth, Broken Arrow, Iron Armour, Scepter Gem, Golem Core, and Lava Behemoth Remains move the best Magic Power values into orc, priest, mutant, and Lava Behemoth farming.
Elemental shards work differently. They are still materials, but they are planning items rather than Magic Power fuel. Add a shard when you care about the element of the result, such as using a Dark Shard for a dark spell route or a Fire Shard for a fire spell route.
How to farm the missing ingredient
- Start with safe nodes: Blueberry Bushes, Mushroom Clusters, Bird Nests, Fern Bushes, sulfur nodes, volcanic rocks, and nearby chests give enough early ingredients for starter potion attempts in each area.
- Move into normal enemies when low-Magic ingredients stop helping. Dwarfs and goblins cover Departure Isle combat drops, while Sword Orcs, Bow Orcs, Axe Orcs, and Orc Priests cover the early Sea of Oblivion climb.
- Farm stronger enemies once your damage is stable. Mutant dwarfs, mutant goblins, Dwarf King, Mutant Axe Orc, Mutant Orc Priest, and Lava Behemoth are where high-value drops start to matter.
- Save shards for element targeting. Spending a shard on a weak brew can feel wasteful if the Magic total is not high enough to reach the potion you want.
- Sell extras carefully. Common materials are easier to replace, but rare drops and shards can be annoying to recover when a quest or potion target suddenly needs them.
What to watch before chasing rare drops
Lava Behemoth Remains has the highest Magic Power value currently listed, but farming it early can be slow if enemies take too long. A better wand, more HP, cleaner movement, and a stronger race can make material routes faster than forcing the hardest target too soon. For most players, the clean route is to farm what you can defeat quickly, brew better spells, then move into elite and boss drops when the fights are consistent.
How to Use This Wizard Alchemy Materials List
Materials are split by area and role first. Magic Power is the number that contributes to potion thresholds, so blank Magic Power on a shard means it is not a normal ingredient. Element effect explains which element a shard helps target. Source and Drop chances show where the item comes from, while Farming stage gives the practical route: starter gathering, early enemies, mid enemies, elite targets, bosses, or element planning.
FAQ
What is the best material in Wizard Alchemy?
Lava Behemoth Remains has the highest Magic Power value currently listed at 65. Furnace Core is still the strongest Departure Isle material at 43, but the New Mainland route pushes the top end higher.
What do elemental shards do?
Elemental shards increase the chance of a matching element on a potion. They do not add normal Magic Power, so they are best used after your other materials already reach the potion threshold you want.
How do you get materials fast?
Farm by the ingredient you are missing. Gather node materials and chests early, then move to dwarfs, goblins, orcs, and priests for mid materials. Save mutant enemies, Dwarf King, Lava Behemoth, and other boss routes for when your clear time is steady.
Should you sell materials in Wizard Alchemy?
Selling extras can help with gold, but rare drops and shards are worth checking before you cash them in. A material that feels extra now can become the exact ingredient needed for a stronger potion, quest, or element plan.
Why is Magic Power blank for shards?
Shards are element-chance materials. They help steer the potion toward Fire, Ice, Light, Dark, Earth, or Wind instead of raising the normal Magic Power total.

