Wizard Alchemy Beginner Progression Checklist
Start with the game’s own tutorial and the Muggle Academy experience. Its official description covers collecting ingredients, brewing potions, unlocking spells and exploring areas. The stages below are our planning checklist, not measured completion times or mandatory character levels.
From first brew to a repeatable route
- Read the current controls and make a cheap practice brew. The linked potion guide describes clicking or dragging circles; it does not support our old Grind/Pour/Stir instructions. Follow the current on-screen prompt rather than a similarly named game.
- Count selected ingredient units. The reference model uses five slots. Two Blueberries plus a Withered Mushroom are 3 + 3 + 4 = 10 MP in three slots. Use the planner to check the sum. A threshold permits a reported random result; it does not guarantee it.
- Inspect a spell and equipment after a change. Note what the current game actually displays before spending more. MP for a brewing attempt is not a persistent character level or an established minimum for a boss.
- Time a route you can complete. Include walking, recovery and failures. Compare your own complete cycles in the farming time tool; a larger per-kill percentage alone does not prove more drops per minute.
- Set a separate reroll budget. Read your actual available count and choose an accepted target before using the probability model.
What to check when progress stalls
If brewing is the bottleneck, record all five ingredient units and the current preview. If combat is the bottleneck, change one equipment or spell choice and compare the same encounter. If travel dominates, time the whole loop rather than only the successful kill. Those observations identify different next steps; a single recommended MP band cannot substitute for them.
Use material sources, equipment tradeoffs and Dwarf King preparation for the specific problem. The references cover a Departure Island subset and are not an exhaustive account of every later area or event.