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Graveyard Keeper 2 Alchemy Recipes and Rune Combinations

Every Graveyard Keeper 2 alchemy formula: exact red, green and blue rune combinations, which ones need Laboratory II, and what each potion does.

9/24/2026 10 min read
Graveyard Keeper 2 Alchemy Recipes and Rune Combinations

How does alchemy work in Graveyard Keeper 2?

Alchemy is exact rune arithmetic. Every ingredient carries some number of red, green and blue runes, and a formula demands a precise total; one rune over or under and the lab produces nothing. Load the ingredients in any order, because only the colour totals matter.

Two rules govern it. Runes are added by colour, and any single colour caps at 5 runes per mix. That cap is why the strongest formulas need three ingredients rather than two: you cannot fit five red and five blue into a two-slot lab.

Rule How it works
Runes Each alchemy ingredient carries some number of red, green and blue runes
Matching Add the ingredient runes by colour; the total must equal the formula exactly
Slot limit Laboratory I takes at most 2 ingredients, Laboratory II at most 3
Colour cap Any single colour tops out at 5 runes
Discovery A successful mix is written into your Folio and stays there
Tech unlock The alchemy documentation counts 25 formulas as tech-tree unlocks
Scale 63 ingredients produce 6,960 valid mixes; 35 mixes need only one ingredient

How many ingredients fit in Laboratory I and Laboratory II?

Laboratory I accepts up to 2 ingredients and Laboratory II accepts up to 3, and that slot count — not the rune total — decides which lab a formula needs. The 5-rune cap per colour is what forces the split, since high-tier combat potions need six runes of one colour.

Lab Ingredient slots Formulas that require it
Laboratory I 2 22 of the 28
Laboratory II 3 6 of the 28

One naming warning: the station dataset registers a single Alchemy Workbench record, while the alchemy documentation and Fextralife both describe two tiers, Laboratory I and II. No official source confirms these are the same facility, so the crafting station list uses the dataset name and this page uses the tier names.

Why can’t you add an ingredient you already own?

Because every ingredient must be researched once at the Study Table before its runes become visible, and the lab refuses anything you have not studied. Research costs Science, so an unstudied mushroom or organ simply will not appear as a usable slot no matter how many you are carrying.

This is the most common reason a formula that should work produces nothing. One study per item type is permanent, so stocking Science early beats hunting a missing ingredient later; the tech point farming guide covers where those unlocks come from.

What else does the lab need before it will run?

It needs flask charges and fuel. Every brew consumes Alchemy Flasks, which come from the Flask shelf, plus Fuel, and a lab missing either one will not start at all. Discovered formulas are written into the Folio, so a successful mix is recorded permanently.

The Alchemy Workbench costs 6 Wooden Plank, 8 Iron Nails and 10 Brick, and the Flask shelf turns 1 Alchemy Flasks I into 5 usable flasks. Fuel is the bigger bottleneck than most players expect, since the same Fuel pool feeds eight stations including the Distillation Cube — see the factory power guide.

Full Graveyard Keeper 2 alchemy formula list

All 28 formulas are below. Read the rune column as an exact target: two green means exactly two green runes and nothing else, while one red plus one blue means both colours present in that exact count. Base prices and selling prices come from a single source, the wikily dataset.

Formula Rune combination Lab required Base price Selling price
Dream Dust 1 green + 1 blue Laboratory I 75 bronze 75 bronze
Paint 2 green Laboratory I 150 bronze 1 silver 50 – 2 silver
Lacquer 2 blue Laboratory I 150 bronze 1 silver 50 – 2 silver
Healing Potion 2 red Laboratory I 38 bronze 38 bronze
Healing Potion II 4 red Laboratory I 188 bronze 1 silver 88 bronze
Healing Potion III 5 red Laboratory I 750 bronze 7 silver 50 bronze
Damage Potion 1 red + 1 green Laboratory I 75 bronze 75 bronze
Damage Potion II 2 red + 2 green Laboratory I 375 bronze 3 silver 75 bronze
Damage Potion III 3 red + 3 green Laboratory I 1,500 bronze 15 silver
Zombie Motivator Potion 1 red + 1 blue Laboratory I 112 bronze 1 silver 12 bronze
Zombie Motivator Potion II 1 red + 2 blue Laboratory I 562 bronze 5 silver 62 bronze
Zombie Motivator Potion III 3 red + 3 blue Laboratory I 1,875 bronze 18 silver 75 bronze
Berserker Potion 1 red + 1 green + 1 blue Laboratory I 150 bronze 1 silver 50 bronze
Berserker Potion II 2 red + 1 green + 1 blue Laboratory I 750 bronze 7 silver 50 bronze
Berserker Potion III 3 red + 2 green + 2 blue Laboratory II Alchemist buys from level 3
Weak growth elixir 1 red + 2 green Laboratory I 150 bronze 1 silver 50 bronze
Rich growth elixir 1 red + 3 green Laboratory I 300 bronze 3 silver
Miracle growth elixir 1 red + 5 green Laboratory I 1,125 bronze 11 silver 25 bronze
Preservative 3 green Laboratory I 300 bronze 3 silver
Organ Improver 4 red + 1 green (red skull) or 4 green (white skull) Laboratory I Alchemist buys from level 2
Reanimation Liquid 2 red + 1 green + 4 blue Laboratory II Gunter and Alchemist buy
Tannin Liquid 4 red + 2 green + 1 blue Laboratory II 1,500 bronze 15 silver
Alkali 1 red + 4 green + 2 blue Laboratory II 1,500 bronze 15 silver
Explosive Dust 2 red + 2 blue Laboratory I No trader buys it
Spices 2 green + 2 blue Laboratory I Alchemist 2 and Baker 2 buy
Umami 4 green + 4 blue Laboratory II 1,125 bronze 11 silver 25 bronze
Philosopher Stone 3 red + 3 green + 3 blue Laboratory II 3,750 bronze 37 silver 50 bronze
Third Eye Salt 1 red + 5 blue Laboratory I 1,125 bronze 11 silver 25 bronze

One number on the formula list is inconsistent at the source. The alchemy page’s copy says “29 formulas”, but its own list and the dataset both return 28, so this page uses 28 and flags the page figure as a counting error rather than a missing recipe.

Which six formulas need Laboratory II?

Six formulas have no valid two-ingredient mix, so Laboratory I can never produce them: Berserker Potion III, Reanimation Liquid, Tannin Liquid, Alkali, Umami and Philosopher Stone. Everything else on the list fits in a Laboratory I slot, even the formulas that look expensive.

Three of the six matter beyond collection. Philosopher Stone is the only Formulation Bench route to Golden nugget and Golden ingot, Tannin Liquid feeds Master Armor, and Alkali feeds Master Sword. The item prices and selling guide covers how trader level and purse size cap what you can move.

What do the combat potions actually do?

The four potion lines cover healing, raw damage, zombie attack speed and stamina-free attacks. Damage Potion adds +3, +6 or +9 damage to sword and bow for 30 seconds, Zombie Motivator halves zombie warrior attack intervals, and Berserker Potion removes the stamina cost of attacks entirely.

Potion line Effect Source
Healing Potion I / II / III Restores 20 / 40 / full health (100) 2 red, 4 red, 5 red
Damage Potion I / II / III +3 / +6 / +9 sword and bow damage for 30 seconds; zombie warriors and arrow towers get nothing 1–3 red plus an equal amount of green
Zombie Motivator I / II / III Halves zombie warrior attack interval for 15 seconds / 30 seconds / 1 minute 1–3 red plus 1–3 blue
Berserker Potion I / II / III Sword and bow attacks cost no stamina for 15 / 30 / 45 seconds 1–3 red plus green and blue

Zombie Motivator is the one to brew first if you run a zombie production line, because it accelerates the workers you already have instead of only helping you personally. Damage and Berserker Potions are player-only, so they matter for clearing content rather than for throughput.

Which ingredients carry which runes?

Ingredients carry different rune mixes, and the most-used ones are single-colour filler: Clay, Flesh and Sand each give one red, Berry, Leaf and Stick each give one green, and Blueberry, Blood and Seed oil each give one blue. Those three runes are the backbone of almost every formula.

Ingredient Red Green Blue Formulas it appears in
Clay 1 0 0 21
Flesh 1 0 0 21
Sand 1 0 0 21
Berry 0 1 0 18
Leaf 0 1 0 18
Stick 0 1 0 18
Blueberry 0 0 1 14
Blood 0 0 1 14
Seed oil 0 0 1 14
Flax 1 1 0 13
Flour 0 2 0 13
Zombie goo 0 0 2 10

Two more groups matter. The 19 Alchemic Powders carry exactly the runes printed in their name — “Alchemic Powder (1 red, 2 blue)” is one red plus two blue — and the Apothecary buys them. Organs mix too, and only gold-quality Heart, Brain and Guts carry runes, so quality tier changes what a body part contributes.

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