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KINGDOM COME: DELIVERANCE 1: THE COMPLETE ALCHEMY GUIDE

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KINGDOM COME: DELIVERANCE 1: THE COMPLETE ALCHEMY GUIDE The bench, all 30 implemented recipes step by step, and all nine Alchemy perks. This covers the first game, including its DLC recipes. These are game instructions only. You can brew without buying a recipe book. You still need the ingredients. Knowing the method is enough for ordinary manual brewing; DLC and quest requirements are separate. There are minor quest spoilers in the special-recipe section, including the Merhojed cure. 1. STARTING AT THE BENCH Bring the actual herbs and other ingredients to an alchemy bench. The bench behind Rattay’s apothecary is an early option. A recipe book tells Henry what to do, but owning the recipe is not a requirement for making the potion manually. You can follow a recipe from a guide and brew it yourself. You also don’t need to buy drinking wine or collect empty bottles for this. The bench supplies its liquid bases and phials. Choose the right base from the jugs: water, wine, oil or spirits. Pour that into the cauldron before adding anything else. The spirits used as a base are supplied by the bench; they aren’t a potion you have to brew first. Henry can brew while he’s illiterate. The awkward part is that the words in his recipe book are scrambled. Learning to read with the scribe in Uzhitz makes following the book much easier, but it isn’t an alchemy unlock requirement. A successful experiment can add the recipe to your Herbarium. There’s a catch: a brew that succeeds despite skipped steps can leave Henry with an incomplete recorded recipe. That matters later because autobrew can refuse it. If the game says you don’t know the whole recipe, read the corresponding recipe book or make the complete recipe correctly. Buying and reading the book is the more reliable fix reported by players. WHAT EVERYTHING ON THE BENCH DOES The Herbarium holds your recipes and herb descriptions. Its prepare prompt lays out the ingredients you already have; it doesn’t conjure missing herbs. You can also select ingredients from your inventory. The mortar and pestle grind ingredients. Put the required handfuls into the mortar, use the pestle, then tip the ground mixture into the cauldron when the recipe calls for it. You can grind multiple handfuls together if they belong to the same step. Don’t automatically grind everything. Some recipes want an ingredient left whole. The dish is a staging area. You can put ingredients or a ground mixture there while you handle another step. Plenty of recipes let you transfer straight from the mortar to the cauldron, so the dish isn’t something every brew needs. The bellows feed the fire. The sandglass measures a turn. “Boil for two turns” means two runs of the sandglass, not two ingredients or two doses. Start timing once the mixture is boiling, and use the bellows to keep it going for the required interval. When the recipe says to cool, stop pumping and let the bubbling die away before adding the next ingredient. For your first attempts, use the sandglass and follow the order on the page. There are faster bellows-count shortcuts, but guides disagree about their exact counts and often rely on the game forgiving a missed step. A successful shortcut doesn’t necessarily prove you performed the recipe perfectly. HOW TO FINISH If the recipe says to bottle or collect, pick up a phial and use it on the cauldron. If it says to distil, pick up a phial and use it on the still instead. Then operate the bellows to finish the distillation; two pulls usually complete that stage. Just clicking the still with empty hands isn’t the finishing action. YIELD, MISTAKES AND LEVELLING Ordinary recipes can give you as many as three potions from one batch of ingredients. A less accurate brew may give fewer, and a failed brew wastes the ingredients. Bundle Alchemist can add an extra bottle to a successful manual batch. There are exceptions to the usual yield: Lethean Water produces only one per batch even with yield perks. Alchemy has some built-in tolerance. Trial and Error adds another allowed mistake, but it isn’t permission to use the wrong herbs or ignore every instruction. Count your ingredients carefully and learn the full recipe before trying shortcuts. Successful brewing raises Alchemy. Autobrew still gives experience, but much less per batch than manual brewing. You don’t need to pick an expensive, complicated potion just to train the skill. Marigold Decoction is a practical beginner choice because nettle and marigold are easy to gather. Herbalism and Alchemy are separate skills: picking the plants trains Herbalism; making the potion trains Alchemy. 2. ALL 30 RECIPES, STEP BY STEP Each ingredient list makes one batch. For herbs, x2 means two handfuls. Add ingredients whole unless the steps say to grind them. You can grind herbs ahead of time and keep them in the dish so the grinding animation doesn't extend a timed boil. One turn means one full sandglass, measured while the cauldron is boiling. Stop using the bellows when told to cool and wait for the bubbling to stop. “Bottle directly” means use a phial on the cauldron. “Distil” means use a phial on the still, then operate the bellows to complete the finish. These are the full documented sequences, rather than shortcuts that rely on tolerated mistakes. Where the written recipe and community instructions disagree, the note stays beside that recipe. This guide hasn't been tested against every platform, patch and perk combination, so don't read it as a guarantee of maximum yield every time. ORDINARY BASE-GAME RECIPES (1–26) 1. AESOP POTION Base: spirits. Ingredients: wormwood x1, wild boar's tusk x1, comfrey x1, belladonna x1. 1) Fill the cauldron with spirits. 2) Add wormwood and tusk; boil for 2 turns. 3) Stop heating and cool. 4) Grind the comfrey; add it and the whole belladonna. Do not reboil. 5) Distil. 2. AMOR POTION Base: wine. Ingredients: antlers x1, marigold x1, chamomile x1, wormwood x1. 1) Add wine, then antlers; boil for 1 turn. 2) Add marigold and chamomile; boil for 1 further turn. 3) Stop heating; grind wormwood and add without further boiling. 4) Bottle directly for the documented recipe-page method. Important: “ground antlers” in the book does not mean use the mortar. Antlers go directly into the cauldron; the game does not let you manually grind them. Finish discrepancy: the book omits a distillation instruction and the individual wiki method bottles directly. A player-tested alternative distils instead, with a different heating sequence. Treat that as an alternative to test, not a proven necessary correction to this full book sequence. 3. ANTIDOTE Base: water. Ingredients: thistle x2, nettle x1, charcoal x1. 1) Add water and both thistle handfuls; boil for 2 turns. 2) Add nettle; boil for 1 further turn. 3) Stop heating and cool. 4) Add charcoal. Do not reboil. 5) Bottle directly. 4. AQUA VITALIS (also called Vitality Potion in older guides) Base: water. Ingredients: dandelion x2, marigold x1. 1) Add water and both dandelion handfuls; boil for 1 turn. 2) Grind marigold and add it; boil for 1 further turn. 3) Distil. 5. ARTEMISIA POTION Base: spirits. Ingredients: sage x1, wormwood x2. 1) Add spirits and sage; boil for 1 turn. 2) Grind both wormwood handfuls and add them; boil for 2 further turns. 3) Stop heating and cool, as specified by the detailed wiki method. 4) Distil. 6. BANE POTION Base: wine. Ingredients: wormwood x1, belladonna x2, fly agaric x1. 1) Add wine and wormwood; boil for 2 turns. 2) Stop heating and cool. 3) Grind both belladonna handfuls and add them without reboiling. 4) Add fly agaric. 5) Distil. 7. BARD POTION Base: oil. Ingredients: belladonna x1, St. John's wort x1, nettle x1, charcoal x1. 1) Add oil. 2) Grind St. John's wort and nettle. Add both ground herbs plus whole belladonna. 3) Heat for 2 turns. Some English recipe lists say “simmer”; the reproduced Herbarium says boil. 4) Stop heating; add charcoal. The player-tested method waits until bubbling stops before charcoal. 5) Bottle directly. 8. BIVOJ'S RAGE POTION Base: wine. Ingredients: sage x2, wormwood x1, cave mushroom x1. 1) Grind wormwood and keep it aside. 2) Add wine and both sage handfuls; boil for 2 turns. 3) Stop heating and cool. 4) Add ground wormwood, then cave mushroom. Do not reboil. 5) Distil. Include the mushroom despite the book's “better effect” wording. The full ingredient list includes it. The individual wiki's abbreviated procedure omits grinding wormwood; the book and independent guide specify grinding. 9. BOWMAN'S BREW Base: spirits. Ingredients: eyebright x2, St. John's wort x1. 1) Add spirits and both eyebright handfuls; boil for 3 turns. 2) Stop heating and cool. 3) Grind St. John's wort and add it without reboiling. 4) Distil, following the detailed wiki method. Finish discrepancy: the reproduced book text ends after adding St. John's wort and never explicitly says distil. Both the individual wiki and the tested alternative use distillation. Direct bottling is also reported to produce a potion under the game's error tolerance; that does not establish equal yield. 10. BUCK'S BLOOD POTION Base: oil. Ingredients: St. John's wort x1, comfrey x1, dandelion x1. 1) Add oil. 2) Grind St. John's wort; add it and whole comfrey. 3) Boil for 1 turn; stop heating and cool. 4) Add dandelion without reboiling. 5) Bottle directly. 11. COCKEREL POTION Base: spirits. Ingredients: mint x2, valerian x1. 1) Add spirits. 2) Grind both mint handfuls and add them; boil for 1 turn. 3) Add valerian; boil for 2 further turns. 4) Distil. 12. DIGESTION POTION (Digestive Potion) Base: spirits. Ingredients: chamomile x2, mint x1. 1) Add spirits. 2) Grind both chamomile handfuls. 3) Add ground chamomile and whole mint; heat for 1 turn. 4) Bottle directly. Some English summaries say “simmer”; the detailed recipe page and reproduced Herbarium say boil. Do not import KCD2's thistle/nettle/charcoal recipe. 13. DOLLMAKER POTION Base: spirits. Ingredients: herb paris x2, valerian x1. 1) Add spirits and both herb paris handfuls; boil for 3 turns. 2) Stop heating and cool. 3) Grind valerian; add it without further boiling. 4) Distil. 14. EMBROCATION Base: oil. Ingredients: poppy x1, valerian x1, eyebright x1, wild boar's tusk x1. 1) Add oil, poppy and valerian; heat for 2 turns. 2) Stop heating and cool. 3) Grind eyebright and add without reboiling. 4) Add tusk. 5) Distil, following the detailed wiki method. Finish discrepancy: the book text ends with the tusk, without a distillation instruction. The detailed wiki and player-tested method both specify distillation. Old recipe tables may therefore appear to suggest direct bottling. Some summaries also call the heating “simmer”; the reproduced book says boil. 15. HAIR O' THE DOG POTION Base: water. Ingredients: St. John's wort x1, sage x1, mint x1. 1) Add water, St. John's wort and sage; boil for 3 turns. 2) Stop heating and cool. 3) Grind mint; add without reboiling. 4) Bottle directly. Correction to several old lists: direct bottling is supported by the individual recipe page, the book's lack of a distillation instruction, and the tested method. Some consolidated lists append distillation; this reference does not. 16. LAZARUS POTION Base: water. Ingredients: valerian x1, comfrey x2. 1) Grind both comfrey handfuls and keep aside. 2) Add water and valerian; boil for 1 turn. 3) Add ground comfrey; boil for 1 further turn. 4) Distil. 17. LETHEAN WATER Base: spirits. Ingredients: wormwood x2, belladonna x1, fly agaric x1. 1) Add spirits. 2) Grind both wormwood handfuls; add with whole belladonna. 3) Boil for 3 turns. 4) Stop heating and cool, as specified in the detailed method. 5) Add fly agaric, then distil. This is the perk-reset brew. It yields one potion per batch even with yield-increasing perks. Its high alcohol content is another reason to read the effect before using it. 18. LULLABY POTION Base: oil. Ingredients: poppy x1, thistle x1, herb paris x1. 1) Add oil and poppy; boil for 1 turn. 2) Add thistle; boil for 1 further turn. 3) Stop heating and cool. 4) Add herb paris without reboiling. 5) Bottle directly. 19. MARIGOLD DECOCTION Base: water. Ingredients: nettle x1, marigold x2. 1) Add water and nettle; boil for 1 turn. 2) Stop heating and cool. 3) Add both marigold handfuls whole. Do not reboil or grind them. 4) Bottle directly. 20. MOONSHINE (called Spirits in some old lists) Base: spirits. Ingredients: St. John's wort x1, sage x1, mint x1. 1) Add spirits and St. John's wort; boil for 1 turn. 2) Grind sage and mint; add both. 3) Boil for 1 further turn. 4) Distil. The spirits base and the finished Moonshine are not two separate recipes. 21. NIGHTHAWK POTION Base: water. Ingredients: eyebright x2, belladonna x1, cave mushroom x1. 1) Add water. 2) Grind both eyebright handfuls; add with whole belladonna. 3) Boil for 3 turns. 4) Stop heating and cool, as specified in the detailed method. 5) Add cave mushroom, then distil. This is KCD1: the mushroom is correct. Do not substitute the sequel's recipe. 22. PADFOOT POTION Base: water. Ingredients: cobweb x1, eyebright x1, valerian x1, chamomile x1. 1) Add water, cobweb and whole eyebright; boil for 3 turns. 2) Grind valerian and add; boil for 1 further turn. 3) Stop heating and cool. 4) Grind chamomile and add without reboiling. 5) Bottle directly for the detailed standard recipe-page method. Finish discrepancy: book prose omits distillation and the wiki's standard method bottles directly. The wiki's optimized method and the independent tested shortcut distil. Those use different heat/ingredient timing, so they do not establish that direct bottling is wrong in the standard sequence. 23. POISON Base: oil. Ingredients: thistle x1, herb paris x2. 1) Add oil and thistle; boil for 1 turn. 2) Stop heating and cool. 3) Add both herb paris handfuls whole, without reboiling. 4) Bottle directly. 24. PRESERVER Base: oil. Ingredients: mint x1, nettle x1, St. John's wort x1. 1) Add oil. 2) Grind mint and nettle; add both. 3) Boil for 1 turn; stop heating and cool. 4) Add St. John's wort without reboiling. 5) Distil for the book/detailed wiki method. Finish discrepancy: the book explicitly calls for distillation. A player-tested alternative bottles directly and reports full yield. Keep the distinction: direct bottling is a reported alternative, not the printed recipe. 25. SAVIOUR SCHNAPPS Base: wine. Ingredients: nettle x1, belladonna x2. 1) Add wine and nettle; boil for 2 turns. 2) Grind both belladonna handfuls and add them. 3) Boil for 1 further turn. 4) Bottle directly. Do not distil. The individual wiki inserts a cooling pause before belladonna, while the reproduced book and independent guide do not. The essential standard sequence is nettle for two turns, then ground belladonna for one more. Preparing the belladonna before heating avoids accidental overcooking while grinding. 26. WITCH POTION Base: oil. Ingredients: herb paris x1, marigold x1, belladonna x1. 1) Add oil and herb paris; boil for 1 turn. 2) Grind marigold and add; boil for 1 further turn. 3) Stop heating and cool. 4) Grind belladonna and add without reboiling. 5) Bottle directly. This is a real base-game brew, although its recipe is associated with Gertrude and Playing with the Devil. It is not a DLC-only brew. QUEST AND DLC RECIPES (27–30) 27. MERHOJED REMEDY: CORRECT VERSION (base-game Pestilence quest) Base: water. Ingredients: thistle x2, valerian x1, charcoal x1. 1) Add water and both thistle handfuls; boil for 2 turns. 2) Add valerian; boil for 1 further turn. 3) Stop heating and cool. 4) Add charcoal without reboiling. 5) Bottle directly. Important quest spoiler: the correct diagnosis is poisoned water. This water-based recipe is the useful cure; the spirits-based version below is not an interchangeable alternative. Brewing a cure does not itself complete the quest's investigation or treatment requirements. 28. CHAMOMILE BREW: A WOMAN'S LOT DLC Base: water. Ingredients: chamomile x2, sage x1. 1) Add water and both chamomile handfuls whole; boil for 2 turns. 2) Add whole sage and stop cooking. Do not grind either herb. 3) Allow the mixture to cool, then bottle directly. The book specifies adding sage and stopping cooking; the older detailed page adds a cooling wait before bottling. The recipe can be received from Brother Nicodemus after a favorable outcome to Johanka's storyline. The recipe reward should not be confused with a blanket claim that purchased books are mandatory for brewing. 29. FAKE BLOOD: THE AMOROUS ADVENTURES OF BOLD SIR HANS CAPON DLC Base: wine. Ingredients: poppy x1, thistle x1, St. John's wort x1. 1) Add wine. 2) Grind all three herbs and add them. 3) Boil together for 1 turn. 4) Stop heating, cool, and bottle directly. Quest use: No Rest for the Wicked. Use it for the quest's fake-blood purpose; it is harmful to Henry if drunk. 30. MUSK OF INFINITE ALLURE: THE AMOROUS ADVENTURES OF BOLD SIR HANS CAPON DLC Base: water. Ingredients: sage x1, marigold x1, comfrey x1, cave mushroom x1. 1) Add water. 2) Grind sage and add; boil for 3 turns. 3) Add whole marigold and comfrey; boil for 1 further turn. 4) Stop heating and cool. 5) Add cave mushroom without reboiling. 6) Bottle directly. Quest use: Honeyed Words. This brew requires the relevant DLC installed and activated. The Charlatan supplies its recipe through the quest route; the name is not evidence that it grants Henry a functional romance buff. 3. EVERY ALCHEMY PERK These are Alchemy skill levels, not Henry’s main level. There are nine perks and eight normal perk points, awarded at levels 3, 5, 8, 10, 13, 15, 18 and 20. You can save a point for later. LEVEL 3 Salted and Smoked Cooked or cured food in your inventory spoils 20% more slowly. This is useful for carrying food on longer trips. It doesn’t preserve raw meat; the similarly named Salty perk belongs to Hunting. No stated penalty. Water of Life Healing potions restore 50% more health, with 50% more intoxication as the tradeoff. More healing from each dose can be useful, but watch Henry’s drunkenness instead of assuming the extra healing is free. Witcher Potions contribute 30% less fullness. That gives you more room to drink several useful potions without overstuffing Henry. It doesn’t remove their alcohol effects. No stated penalty beyond spending the point. LEVEL 5 Trial and Error Adds room for one more brewing mistake without hurting the result. This is the forgiving option while you’re learning the bench, and it also supports deliberate shortcuts later. It doesn’t supply missing ingredients. Venomous Blade Weapon poison stays on the blade longer. Useful if you regularly coat your weapon; it doesn’t increase the poison’s stated damage. The perk description gives no exact duration or extra-hit count, so there’s no reliable number to promise here. LEVEL 8 Snake Oil Salesman Potions you make yourself sell for 20% more. This helps if you sell your surplus brews. The wording applies to your own potions, rather than everything you buy or loot. LEVEL 10 Bundle Alchemist Adds one potion to a successful manual brew. A normal three-bottle result can become four for the same ingredients. It does not add bottles to autobrew. You can own this alongside the Routine perks; the restriction is on the bonus applying to an automatic batch. Lethean Water is an exception to its extra yield. Routine I Enables automatic brewing of a potion you’ve already brewed manually. You still need the ingredients and a sufficiently complete learned recipe. Each automatic batch normally gives one potion, so the tradeoff is speed versus the larger yield available from a careful manual batch. Use the autobrew prompt in the Herbarium. LEVEL 13 Routine II Raises normal autobrew output to three potions from one batch of ingredients. Plan to take Routine I first. Bundle Alchemist still doesn’t add a fourth automatic potion. This is the mass-production upgrade once you’ve learned the recipes you want to keep making. There are no mutually exclusive either/or pairs listed in this Alchemy tree. The limitations to remember are the finite perk points, Water of Life’s intoxication, and Bundle Alchemist’s exclusion from autobrew. Choose around what you actually use: extra manual yield, quick repeat brewing, stronger healing, less fullness, selling or poisoned weapons. A NOTE ON “ALL RECIPES” The count above is 26 ordinary brews, the correct Merhojed remedy and three DLC additions. Some old lists inflate or confuse the count: - The spirits-based Merhojed remedy is the wrong cure for the outbreak. It isn't another useful cure alongside recipe 27. - Mind Enfeeblement (also called Dementia) and Tiredness (Drowsiness) are cut, functionless items. Reports of whether they still brew vary; don't treat them as useful potions. - Dandelion Syrup is cut content requiring a special alchemy Honey ingredient unavailable in normal play. Ordinary edible honey doesn't replace it. - Unknown Potion is a failed-brew result, with no single fixed recipe. - Moonshine is called Spirits in some old lists. The spirits supplied at the bench are its base, not an extra recipe to craft first.

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