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Wizard Alchemy Beginner Guide
A first-hour route for players who want to avoid wasting rerolls and farming time. The order is simple: redeem, reroll with a stop rule, brew reachable potions, then farm targeted materials.
Redeem codes before spending rerolls
Copy the current source-backed codes, then read the pending list separately.
Set a reroll stop before clicking
Stop on Thestrals if you hit it. Stellar Ambassador, Death Eater, Ice Crystal, and Fiendish Demon are practical early stops.
Use the calculator if you want to chase a 1% race
Enter your reroll count and decide whether the chase is worth continuing.
Farm enough materials for your first potion thresholds
Select what you already have and see the next reachable potion.
Move from starter materials into targeted routes
Use Copper Earring, Flame Crest, shards, or Furnace Core only when your build can support the route.
Codes
Use the free power first
Current source-backed or conflict-noted code count: 4. These rewards mainly matter because rerolls can change your early pace more than a small amount of farming.
Open codesRace stops
Good early outcomes
- Thestrals: Keep. Do not reroll unless the meta changes or you are testing a niche element build.
- Stellar Ambassador: Usually keep. Reroll only if you have many spare rerolls and specifically chase Thestrals.
- Fiendish Demon: Keep for fire potion routes. Avoid if you need safer boss attempts.
- Ice Crystal: Keep if your build leans into Ice Spike, Ice Turtle, or Frost Thorns.
Early potions
First thresholds
- Wind Blade Potion: 6 Magic
- Rock Blast Potion: 8 Magic
- Ice Spike Potion: 10 Magic
- Iithe Potion: 40 Magic
- Fire Arrow Potion: 45 Magic
- Earth Shield Potion: 48 Magic
- Ice Turtle Potion: 52 Magic
Starter farm list
Materials worth recognizing early