Wizard Alchemy potions unlock the spells you use for fighting, farming, travel, defense, and damage buffs. Each brew starts with materials, and the total Magic value decides which potion results can appear in the alchemy table. The current list has 26 potions split between the Departure Isle spell ladder and the newer Sea of Oblivion potion set.
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Potion route
Departure Isle potions
Departure Isle potions start with low-Magic attack spells like Wind Blade, Rock Blast, and Ice Spike, then climb into utility, defense, late attacks, and Night Wraith. This section is still useful after New Mainland because it covers the first spell route most players learn.

Wind Blade Potion
Starter wind attack for the first farming route.
- Power
- 24
- Min Magic
- 6
- sell price
- 12 Gold
- spell role
- Attack spell
- recommended shard
- Wind Shard

Rock Blast Potion
Starter rock attack that arrives just above Wind Blade.
- Power
- 28
- Min Magic
- 8
- sell price
- 16 Gold
- spell role
- Attack spell
- recommended shard
- Earth Shard

Ice Spike Potion
Starter ice attack before the large jump to 40 Magic.
- Power
- 28
- Min Magic
- 10
- sell price
- 20 Gold
- spell role
- Attack spell
- recommended shard
- Ice Shard

Lithe Potion
Movement-speed utility spell for travel and repositioning.
- Min Magic
- 40
- sell price
- 80 Gold
- spell role
- Movement utility

Fire Arrow Potion
Early fire attack for stronger Departure Isle farming.
- Power
- 34
- Min Magic
- 45
- sell price
- 88 Gold
- spell role
- Attack spell
- recommended shard
- Fire Shard

Earth Shield Potion
Earth defense spell for safer fights.
- Power
- 42
- Min Magic
- 48
- sell price
- 98 Gold
- spell role
- Defense spell
- recommended shard
- Earth Shard

Ice Turtle Potion
Counter-style armor spell that deals damage when enemies hit you.
- Min Magic
- 52
- sell price
- 104 Gold
- spell role
- Counter defense
- recommended shard
- Ice Shard

Tornado Potion
Wind attack spell for the first 70-Magic tier.
- Power
- 45
- Min Magic
- 70
- sell price
- 140 Gold
- spell role
- Attack spell
- recommended shard
- Wind Shard

Meteorite Potion
Mid-tier attack spell with higher listed Power than Tornado.
- Power
- 50
- Min Magic
- 74
- sell price
- 148 Gold
- spell role
- Attack spell

Earth Spike Potion
Earth attack spell with one of the stronger pre-80 Power values.
- Power
- 61
- Min Magic
- 77
- sell price
- 154 Gold
- spell role
- Attack spell
- recommended shard
- Earth Shard

Frost Thorns Potion
Ice attack spell that older guides call a practical late-game farming pick.
- Power
- 48
- Min Magic
- 80
- sell price
- 160 Gold
- spell role
- Attack spell
- recommended shard
- Ice Shard
- compatible race
- Ice Crystal

Dragon Breath Potion
Fire attack spell for the first high-90s threshold.
- Power
- 76
- Min Magic
- 99
- sell price
- 198 Gold
- spell role
- Attack spell
- recommended shard
- Fire Shard
- compatible race
- Fiendish Demon

Lotus Bloom Potion
High-threshold attack spell that older guides describe as strong but slower to use.
- Power
- 78
- Min Magic
- 100
- sell price
- 200 Gold
- spell role
- Attack spell

Radiant Sword Potion
Light attack spell and the strongest 105-Magic Departure Isle row.
- Power
- 89
- Min Magic
- 105
- sell price
- 210 Gold
- spell role
- Attack spell
- recommended shard
- Light Shard

Night Wraith Potion
Dark endgame attack spell with the highest Departure Isle Power value listed.
- Power
- 148
- Min Magic
- 130
- sell price
- 258 Gold
- spell role
- Attack spell
- recommended shard
- Dark Shard
| Image | Name | Power | Min Magic | sell price | spell role | recommended shard | compatible race | Effect |
|---|---|---|---|---|---|---|---|---|
![]() | Wind Blade Potion | 24 | 6 | 12 Gold | Attack spell | Wind Shard | — | Starter wind attack for the first farming route. |
![]() | Rock Blast Potion | 28 | 8 | 16 Gold | Attack spell | Earth Shard | — | Starter rock attack that arrives just above Wind Blade. |
![]() | Ice Spike Potion | 28 | 10 | 20 Gold | Attack spell | Ice Shard | — | Starter ice attack before the large jump to 40 Magic. |
![]() | Lithe Potion | — | 40 | 80 Gold | Movement utility | — | — | Movement-speed utility spell for travel and repositioning. |
![]() | Fire Arrow Potion | 34 | 45 | 88 Gold | Attack spell | Fire Shard | — | Early fire attack for stronger Departure Isle farming. |
![]() | Earth Shield Potion | 42 | 48 | 98 Gold | Defense spell | Earth Shard | — | Earth defense spell for safer fights. |
![]() | Ice Turtle Potion | — | 52 | 104 Gold | Counter defense | Ice Shard | — | Counter-style armor spell that deals damage when enemies hit you. |
![]() | Tornado Potion | 45 | 70 | 140 Gold | Attack spell | Wind Shard | — | Wind attack spell for the first 70-Magic tier. |
![]() | Meteorite Potion | 50 | 74 | 148 Gold | Attack spell | — | — | Mid-tier attack spell with higher listed Power than Tornado. |
![]() | Earth Spike Potion | 61 | 77 | 154 Gold | Attack spell | Earth Shard | — | Earth attack spell with one of the stronger pre-80 Power values. |
![]() | Frost Thorns Potion | 48 | 80 | 160 Gold | Attack spell | Ice Shard | Ice Crystal | Ice attack spell that older guides call a practical late-game farming pick. |
![]() | Dragon Breath Potion | 76 | 99 | 198 Gold | Attack spell | Fire Shard | Fiendish Demon | Fire attack spell for the first high-90s threshold. |
![]() | Lotus Bloom Potion | 78 | 100 | 200 Gold | Attack spell | — | — | High-threshold attack spell that older guides describe as strong but slower to use. |
![]() | Radiant Sword Potion | 89 | 105 | 210 Gold | Attack spell | Light Shard | — | Light attack spell and the strongest 105-Magic Departure Isle row. |
![]() | Night Wraith Potion | 148 | 130 | 258 Gold | Attack spell | Dark Shard | — | Dark endgame attack spell with the highest Departure Isle Power value listed. |
Potion route
Sea of Oblivion potions
Sea of Oblivion potions are the New Mainland spell ladder. Wood Splinter starts at 30 Magic, while Molten Core and Solar Flare sit much higher and need stronger material totals before they can roll.

Wood Splinter Potion
First listed Sea of Oblivion attack spell.
- Power
- 27
- Min Magic
- 30
- sell price
- 60 Gold
- spell role
- Attack spell

Thunder Strike Potion
Sea of Oblivion thunder attack spell at the 40-Magic threshold.
- Power
- 24
- Min Magic
- 40
- sell price
- 80 Gold
- spell role
- Attack spell

Twisting Potion
Sea of Oblivion attack spell between the 40 and 75 Magic rows.
- Power
- 39
- Min Magic
- 60
- sell price
- 120 Gold
- spell role
- Attack spell

Twin Currents Potion
Damage-buff potion that increases damage by 30%.
- Min Magic
- 75
- sell price
- 150 Gold
- spell role
- Damage buff

Wood Thorn Potion
Sea of Oblivion wood attack spell at the 105-Magic threshold.
- Power
- 52
- Min Magic
- 105
- sell price
- 210 Gold
- spell role
- Attack spell

Thunder Ball Potion
Sea of Oblivion thunder attack spell above Wood Thorn.
- Power
- 45
- Min Magic
- 112
- sell price
- 224 Gold
- spell role
- Attack spell

Bolide Potion
Sea of Oblivion meteor-style attack spell.
- Power
- 52
- Min Magic
- 120
- sell price
- 240 Gold
- spell role
- Attack spell

Thunder Revenge Potion
Higher Sea of Oblivion thunder attack spell.
- Power
- 70
- Min Magic
- 150
- sell price
- 300 Gold
- spell role
- Attack spell

Incendies Potion
High Sea of Oblivion fire attack spell.
- Power
- 78
- Min Magic
- 160
- sell price
- 320 Gold
- spell role
- Attack spell
- recommended shard
- Fire Shard

Molten Core Potion
Late Sea of Oblivion fire attack spell with 140 listed Power.
- Power
- 140
- Min Magic
- 230
- sell price
- 450 Gold
- spell role
- Attack spell
- recommended shard
- Fire Shard

Solar Flare Potion
Highest Magic and Power potion currently listed.
- Power
- 160
- Min Magic
- 245
- sell price
- 490 Gold
- spell role
- Attack spell
- recommended shard
- Light Shard
| Image | Name | Power | Min Magic | sell price | spell role | recommended shard | compatible race | Effect |
|---|---|---|---|---|---|---|---|---|
![]() | Wood Splinter Potion | 27 | 30 | 60 Gold | Attack spell | — | — | First listed Sea of Oblivion attack spell. |
![]() | Thunder Strike Potion | 24 | 40 | 80 Gold | Attack spell | — | — | Sea of Oblivion thunder attack spell at the 40-Magic threshold. |
![]() | Twisting Potion | 39 | 60 | 120 Gold | Attack spell | — | — | Sea of Oblivion attack spell between the 40 and 75 Magic rows. |
![]() | Twin Currents Potion | — | 75 | 150 Gold | Damage buff | — | — | Damage-buff potion that increases damage by 30%. |
![]() | Wood Thorn Potion | 52 | 105 | 210 Gold | Attack spell | — | — | Sea of Oblivion wood attack spell at the 105-Magic threshold. |
![]() | Thunder Ball Potion | 45 | 112 | 224 Gold | Attack spell | — | — | Sea of Oblivion thunder attack spell above Wood Thorn. |
![]() | Bolide Potion | 52 | 120 | 240 Gold | Attack spell | — | — | Sea of Oblivion meteor-style attack spell. |
![]() | Thunder Revenge Potion | 70 | 150 | 300 Gold | Attack spell | — | — | Higher Sea of Oblivion thunder attack spell. |
![]() | Incendies Potion | 78 | 160 | 320 Gold | Attack spell | Fire Shard | — | High Sea of Oblivion fire attack spell. |
![]() | Molten Core Potion | 140 | 230 | 450 Gold | Attack spell | Fire Shard | — | Late Sea of Oblivion fire attack spell with 140 listed Power. |
![]() | Solar Flare Potion | 160 | 245 | 490 Gold | Attack spell | Light Shard | — | Highest Magic and Power potion currently listed. |
How brewing targets work
Potions do not work like a normal shop purchase. Materials add Magic to the brew, and the total decides which potion results are allowed to appear. If Wind Blade needs 6 Magic, a 6-Magic brew can roll it. If the same brew climbs high enough to unlock another potion, the result pool changes because the alchemy table now has more possible outcomes.
That is why the best target is usually close to the potion you want. A small starter brew is fine for Wind Blade, Rock Blast, or Ice Spike. A stronger Departure Isle brew can chase Fire Arrow, Earth Shield, Frost Thorns, Radiant Sword, or Night Wraith. Sea of Oblivion raises the ceiling again with potions such as Thunder Revenge, Incendies, Molten Core, and Solar Flare.
How to brew toward a specific potion
- Pick the potion you actually want before adding rare materials.
- Add normal Magic Power materials until the total reaches that potion's minimum Magic value.
- Avoid pushing far into the next target unless you are fine with the higher potion joining the result pool.
- Add a matching shard only when the Magic total already qualifies for the spell route you are chasing.
- Finish the brewing minigame carefully because purity affects the final spell stats.
When to refine or sell duplicates
Refinement gives duplicate potions a second purpose. Matching potions can be combined to raise a spell's grade, which improves power and range over time. Selling is still useful for gold, but rare or high-Magic duplicates are usually worth checking before you cash them out.
| Situation | Better move | Why it helps |
|---|---|---|
| Early duplicate starter spells | Sell or refine only if you still use the spell | Low-Magic potions are easier to replace. |
| A spell you use for farming | Save copies for refinement | Better grade means stronger casts and range. |
| Rare high-Magic potion | Check refinement before selling | Rebrewing it can cost better materials and shards. |
| Utility or buff potion | Keep one usable copy | Movement, counter damage, or damage buffs can help outside raw Power checks. |
What changes in Sea of Oblivion
The Sea of Oblivion rows make old potion plans feel smaller. Solar Flare has the highest listed Magic and Power value, while Molten Core sits just below it with a heavy 230-Magic requirement. These targets are not early goals. Treat them as late New Mainland brews after your material farming can support much larger Magic totals.
How to Use This Wizard Alchemy Potions List
Each potion card shows the minimum Magic needed before that potion can roll, the listed Power when the spell has one, and the sell price in Gold. Effect explains rows that do not behave like plain Power attacks, such as Lithe, Ice Turtle, and Twin Currents. Spell role separates attacks from utility, defense, counter damage, and buffs, while shard and race fields only appear where a useful pairing is listed.
FAQ
How do you get potions in Wizard Alchemy?
Brew them at the alchemy table with materials. Add up to five materials, reach the Magic total for the potion you want, then finish the brewing minigame to create the potion.
What is the strongest potion in Wizard Alchemy?
Solar Flare Potion has the highest listed values in the current list at 245 Magic and 160 Power. Night Wraith is still the strongest Departure Isle potion listed, with 148 Power.
Do shards guarantee the potion I want?
No. Shards help push a brew toward a matching element, but the Magic total still has to qualify for the potion route first. Save shards for serious attempts instead of spending them on weak totals.
Should I sell duplicate potions?
Only sell duplicates after checking whether you need them for refinement. Extra low-Magic spells are easier to replace, but high-Magic potions can be annoying to brew again.
Why do some potions show an effect instead of Power?
Some potions are utility, counter, or buff spells. Lithe gives movement speed, Ice Turtle deals damage when enemies hit you, and Twin Currents increases damage by 30%.

