Ingredients are the raw material of Fatekeeper's alchemy system. Each ingredient contributes its own latent effect; combining three of them produces a potion, a weapon vial, or a handbomb. Ingredients are gathered through exploration: forest clearings, cave moss, herb beds near water, and rare resource nodes in ruins or near monster lairs.

How They Work
Gather. Pick herbs, mine crystals, harvest mushrooms, and collect rare materials in the wild.
Pair the base. Pick whether the result will be a potion, a weapon vial, or a handbomb.
Combine three. Effects stack and interact. Some combinations are pure improvisation; others reveal proper recipes once attempted.
Where Ingredients Live
Region | Likely Ingredients |
|---|---|
Herbs, mosses, mushrooms. | |
Frost-tempered minerals, ice-touched plants. | |
Crystals, rare metals, fungi. | |
Worn relics, alchemical residues, rare components. | |
Ritual ingredients, ash, preserved organic matter. |
Open Questions
Beyond the first ingredients now confirmed by the Early Access build (listed below), the wider ingredient list, individual effects, drop rates, and whether ingredients have grades or rarities are unconfirmed.
Three-Ingredient System
The 2025-12-24 Weapons, Relics & Forgotten Arts dev material describes the alchemy system directly: "Our alchemy system allows players to combine three ingredients to craft potions, weapon vials, or handbombs." Three is the canonical number. Pairs do not produce items; combinations of four do not exist. The system is designed around triples.
Latent Effects
The same dev blog adds that "ingredients contribute individual effects, enabling freeform experimentation, while discovered recipes unlock specialized items with unique properties." Each ingredient carries its own latent effect that combines with the other two. Freeform combinations are the rule; recipes are the special case that unlock specialized items.
Mastery Framing
The dev material's mastery line is the goal statement of the system: "Mastery comes from understanding ingredients, stacking synergies, and preparing the right tools for the right fight." Understanding ingredients means knowing which latent effects exist. Stacking synergies means knowing which combinations amplify each other. Preparing the right tools means choosing the right output base before combining.
Three Output Bases
Combining ingredients with a potion base yields drinkable buffs, heals, or status cures. Combining with a weapon vial base coats a weapon for a number of swings. Combining with a handbomb base creates a thrown projectile for area damage or status. The choice of base shapes the output more than the choice of ingredients does.
Where Ingredients Live
Region | Likely ingredients |
|---|---|
Herbs, mosses, mushrooms. | |
Frost-tempered minerals, ice-touched plants. | |
Crystals, rare metals, fungi. | |
Worn relics, alchemical residues, rare components. | |
Ritual ingredients, ash, preserved organic matter. |
Build Anchor
The Consumable Alchemist build identity centers on ingredient mastery. Skill-tree nodes in that branch improve alchemy results, increase consumable duration, add a chance not to consume items on use, and scale effects based on the number of consumables carried. Ingredients are not a sideline for that build; they are the core damage and survival source.
Confirmed Named Ingredients
The Early Access build has begun confirming individual ingredients by name. The following are the first named ingredients, with their current restore values. Three ingredients are combined through alchemy to produce a potion, a weapon vial, or a handbomb.
Ingredient | Restores | Value |
|---|---|---|
Blue Dogbane | Mana | 5 |
Everkin | Health | 12 |
Firecap | Health | 8 |
Crimson Wardbloom | Health | 18 |
These values reflect the current Early Access build and may be tuned further as updates land. See Patch Notes for the update history.