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Alchemy/Recipe List by AdVenon

Version: 1.00 | Updated: 04/23/11

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The Witcher Enhanced Edition
Alchemy / Recipe list FAQ 

Written by: AdVenon
Uploaded: 04/23/2011

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CONTENTS: 

1. Purpose of this guide. 
2. Intro to abbreviations / layout / etc. 
3. Potion recipe list. 
4. Mutagenic potion recipe list. 
5. Oil recipe list 
6. Bomb recipe list. 
7. Ingredient locations FAQ. 
8. Journal entries FAQ. 
9. Hints/tips/miscellanious stuff. 
10. Credits. 
11. Legal / copyright info.
12. Printer friendly version. 



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1. Purpose of this guide. 

I suppose the first question anyone writing a guide for this game would be: 
"Why write a guide when the game itself comes with its own paperback one, that 
explains everything you need to know anyway?" 
Well, the answer's pretty simple: It does go over the main story and all the 
side-quests in good detail, but it's not all that brilliant when you want 
specific gameplay-related information. Alchemy, in particular, is hardly 
mentioned at all. That's where this comes in: Not to be a replacement for the 
guide you already have, but as a handy little add-on to it. So, without further
ado: here's a little guide to making any and every alchemical item in the 
game, exactly the way you want to, and where / how to get all the ingredients 
necessary for them.  



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2. Introductory bits. 

There are 6 main alchemy components in The Witcher, as well as 3 additional 
substances that generate extra effects in potions when used properly. For the 
sake of brevity, the names of said substances will be shortened to the 
following: 

Vitriol = Vt 
Rebis = Rb 
Aether = Ae 
Quebirth = Qb 
Hydragenum = Hg 
Vermillion = Vm 

Albedo = -A 
Rubedo = -R 
Nigredo = -N 

These will be combined to describe ingredients with more than one substance in 
them. For example: Vitriol+Albedo ingredients will have the tag 'Vt-A' on 
them; Quebirth+Nigredo ingredients will be referred to as 'Qb-N', and so on. 
You get the idea. 
Special substances will be denoted as 'Sp=[name]', with the exact name of each 
ingredient in the [name] box (e.g: Sp=[Frightener's Eye] for the Frightener's 
Eye special ingredient). 

All of the 'lists' are in A-Z format; the FAQs are not (it only made the 
layout worse, so wasn't worth it). If you know the name of the alchemy product 
you're after (there's a list of them in the game's manual, by the way), simply 
hit Ctrl+F while viewing this and type it in. it should come up on hitting the 
'enter' button. Same goes for alchemy ingredients, via the abbreviations 
listed above, and for monster parts / monsters using their plain English 
spellings. Simple as that. 

Also, since I'm on the subject of introducing things, here's a little info on 
what the point of the 'additional substances' are, for those of you who 
haven't yet got the journal entry about them: 
If all of the ingredients in a potion have the same additional substance, the 
potion will also give one of the following extra effects when drank, depending 
on which is the 'dominant' substance (i.e. which substance was additionally 
present in all of the normal ingredients). 

DOMINANT ALBEDO. 
Effect: Reduces the toxicity of both the potion it's in AND all other potions 
drank shortly afterward by 20%. 
Duration: 1 hour. 
Comments: Basically, it allows you to consume roughly 25% as many potions as 
normal without maxing out the toxicity bar and killing yourself. It's good to 
have at least one Albedo-dominant potion in your collection for those times 
when taking lots of potions at once is advisable (read: just before 
boss-battles / hard fights etc.). The only downside is its very brief duration.

DOMINANT RUBEDO. 
Effect: Accelerates the regeneration of health to about half of what a Swallow 
potion does. 
Duration: 4 hours. 
Comments: Overall, this is my favourite additional benefit. It only works 
about half as well as a Swallow potion, but it lasts twice as long, so it 
actually balances out quite well, and can be used as a fairly good substitute 
should you run out of Swallows. Better yet, the effect can stack with that of 
said Swallow potion, making for a very impressive health regeneration rate if 
combined. 

DOMINANT NIGREDO. 
Effect: Increases physical damage done by 20% 
Duration: 4 hours. 
Comments: Always handy whenever you're out in the wild and expecting enemies, 
this simply allows you to kill things easier. Especially useful when you're up 
against bosses and the like, because the ability will stack with those of any 
other damage-increasing potions / oils / etc. too. 

OK, with all that in mind, it's time to make some potions! 



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3. Potion recipe list. 

These are your everyday potions. They can all have one of the three additional 
effects added to them, and can usually be made at any time in the game, 
provided you've got a good enough base to make them with. 

Bindweed: Ae/Qb/Vm 
Effect: Acid resistance increased by 70%. 
Duration: 8 hours. 
Toxicity: Medium.
Notes: In-and-of-itself, Bindweed isn't the most useful potion in the world. 
Its primary use is fending off exploding Bloedzuigers... which is just as 
easily accomplished by running away from them before they explode. Still, if 
you've got the ingredients spare and haven't yet got the hang of dodging 
Bloedzuiger guts, it can save you from a fair bit of damage, so why not? 
If I had to choose, I'd make this as a Rubedo-dominant potion. That way, what 
damage it doesn't prevent will be restored by the Rubedo, effectively giving 
you temporary immunity from acid. 

Black Blood: Vt/Vt/Vt/Rb/Ae 
Effect: Causes vampires to die from drinking Geralt's blood. 
Duration: 8 hours. 
Toxicity: High. 
Notes: I have never once found a good use for this. The toxicity is simply too 
high to use this whenever you encounter vampires, and most of the time said 
vampires don't even get the chance to feed on you when you're swinging away at 
them with a sword anyway. I think I've seen a vampire feeding on me twice... 
maybe. Out of a total of dozens if not hundreds of the damn things being dealt 
with through less suicidal measures (read "stop waiting for it to bite you and 
stab the hell out of it"). 
I'd find something better to do with your top-quality potion base if I were 
you, to be honest. 

Blizzard: Vt/Vt/Rb/Rb 
Effect: Dodge and Parry efficiency raised by 50% 
Duration: 0.3 hours. 
Toxicity: Medium. 
Notes: This would be a good potion to use just before boss battles... if it 
weren't for the way the visual effect COMPLETELY screws up the camera. 
Seriously, it's almost impossible to see what you're doing properly when you 
drink this, which does somewhat ruin the whole point of supposedly improved 
fighting ability. And then there's the ridiculously brief duration: Just 20 
minutes. This effect is so short-lived it often doesn't even last the length 
of the fight you used it for, let alone the journey through an entire cave / 
dungeon / etc. 

Cat: Rb/Qb/Qb 
Effect: Grants the ability to see in total darkness. 
Duration: 8 hours. 
Toxicity: Low. 
Notes: Cat is a must. Simple as that. The game's storyline will inevitably 
take you into many areas that are completely pitch-dark, and the only real 
way of getting through them is with the use of this potion. The only 
alternative is to use a torch, which renders your ability to do physical 
attacks useless, or through signs / other potions that produce faint amounts 
of light in their visual effects (none of which are as good, or last as long, 
as the Cat). 

De Vries' Extract: Rb/Ae/Qb/Qb/Hg 
Effect: Makes hidden / invisible opponents visible. 
Duration: 1 hour. 
Toxicity: Medium. 
Notes: Another useless one. Yes, it makes it possible to spot opponents that 
are behind walls and obstacles, but the same thing can be achieved by just 
holding down the Alt key and panning the camera around; the monster / enemy 
names appear in red, as plainly as what happens when you drink this. There's 
also the not-so-small issue of there being a grand total of 0 'invisible' 
monsters in the game, making this potion doubly useless. It's only pragmatic 
use is if you're in a dark cave and you've ran out of Cats, since the visual 
effect can light up dark areas just enough to be able to see what you're 
doing in them... assuming the mini-map isn't enough to help you get out of the 
place already. 

Full Moon: Qb/Hg/Hg/Vm/Vm 
Effect: Doubles maximum Vitality. 
Duration: 8 hours. 
Toxicity: high. 
Notes: Now THIS is what I call a decent potion! Anything that automatically 
makes you twice as hard to kill is aces in my book. There is one downside 
though (apart from its high toxicity): It only doubles the MAX health, and 
you'll have to wait a while before your current health fills the extra space 
generated by it. Because of this, I'd strongly recommend making a 
rubedo-dominant one, along with a Swallow to use at the same time, to speed 
the process up. You don't want to know how long you'll be sat doing nothing 
for while Geralt regenerates the equivalent of his entire health bar unaided.

Golden Oriole: Vt/Vt/Ae/Ae 
Effect: Removes any current Poison effects and increases poison resistance by 
70%. 
Duration: 8 hours. 
Toxicity: Medium. 
Notes: Since all Poison does is periodically cause insignificant amounts of 
health loss, and since it wears off so quickly on its own, the need to get rid 
of it isn't really that high. Certainly not high enough to bother with this, 
most of the time. If you're playing the game on Hard mode, it might be a 
different matter, but even then for the majority of cases it's not really 
worth it unless you're actually about to die from the poison... and you've ran 
out of Swallows and White Raffard's Decoctions. 

Kiss: Vt/Vt/Vm 
Effect: Removes any current Bleeding effects and increases bleeding resistance 
by 70% 
Duration: 8 hours. 
Toxicity: Medium. 
Notes: Same as the Golden Oriole, only for Bleeding instead. As such, all the 
same reasons why it's an unwise use of toxicity points apply to this too, 
since Bleeding is largely the same as Poison (read: short-term, periodical 
losses of small amounts of health). I can think of maybe one or two situations 
where this might be useful (the fight with Ozzrel comes to mind), but no more 
than that. 

Legal Info: Na/Na/Na/Na 
Effect: Gets idiots banned off of guide-hosting sites. 
Duration: Permanent, hopefully. 
Toxicity: Hilarious. 
Notes: This is here to tell you that the only place this guide should be is on 
www.gamefaqs.com, nowhere else. If you find this anywhere else, or under any 
usernames besides 'AdVenon', please e-mail me at: 
totallynotajunkmailbox@gmail.com.The reason this fake list entry is here is 
simple: It doesn't take a genius to copy-paste a guide and delete / replace 
the legal info section, but your average guide-thief rarely bothers reading 
beyond that. Hiding a copy of said info in an unrelated section is 
surprisingly effective at catching out idiotic plagiarists. >:D 

Maribor Forest: Rb/Rb/Ae/Qb 
Effect: Raises maximum Endurance by 50%. 
Duration: 8 hours. 
Toxicity: Medium. 
Notes: This can be pretty useful, provided you've not been ignoring your signs 
and have spent a few talents making them more powerful. If you're into using 
magic in battles, this is a pretty wise choice. If not, however, there are 
probably more relevant things to dose yourself up with elsewhere on this list. 

Perfume: Vt/Ae/Qb 
Effect: Causes Intoxication (Attack -50%). Best used as a gift or sold. 
Duration: 8 hours. 
Toxicity: Low. 
Notes: This can be a replacement for the items most female NPCs ask for, so as 
a bartering tool it's pretty good. However, if you've already gotten all the 
rewards playing with female NPCs gets you, then it's all but worthless save 
for its mediocre selling price of 20 orens. Which, I might add, is less than 
what most potion bases cost to buy, so it's not any good for making money with 
either. 

Petri's Philter: Rb/Rb/Qb/Hg/Vm 
Effect: Sign intensity increased by 50%. 
Duration: 8 hours. 
Toxicity: Very high. 
Notes: Finding a place of power, and performing the ritual of magic there, 
gives you a sign intensity boost of 100%, and with no toxicity problems either.
Ergo, why would you use this in any place where there are places of power 
nearby? Also, I'm having a hard time thinking of areas where said places of 
power don't appear AND where magic is actually needed in any great measure. 
Unless your fighting style relies almost exclusively on signs, I doubt this'll 
ever be worth the toxicity incurred. 

Shrike: Rb/Qb/Hg/Vm/Vm 
Effect: Causes Pain to creatures that physically attack Geralt. 
Duration: 8 hours. 
Toxicity: High. 
Notes: Personally, I think there are better ways of causing Pain than to clog 
up your system with this stuff. Crinfrid Oil, to name but one. And that's 
assuming the creatures you're up against are actually vulnerable to Pain, 
which quite a few aren't. 

Swallow: Vt/Rb/Rb/Ae 
Effect: Speeds up health regeneration. By a lot. 
Duration: 2 hours. 
Toxicity: Medium. 
Notes: This potion is useful on so many levels I highly doubt I need bother 
explaining why everyone should have a stock of these. Apart from White 
Raffard's Decoction, this is the best way to restore health while in a fight. 
If only it weren't such a short-lived potion... but then again, having this 
last for the usual 8 hours would probably make the game far too easy. 

Tawny Owl: Vt/Ae/Ae 
Effect: Speeds up Endurance regeneration. By a lot. 
Duration: 8 hours. 
Toxicity: Medium. 
Notes: Another useful one, especially if you use signs a lot in combat. Later 
in the game it becomes useful even to those who don't bother with signs at 
all, since the special sword attacks Geralt eventually gains consume Endurance 
too. As a result, the Tawny Owl improves your ability to tear up your 
opponents, be it through signs or sword techiques. Well worth the toxicity, in 
my opinion, and given how damn simple to make this is I don't see why having a 
stash of them is a bad idea at all. 

Thunderbolt: Vt/Rb/Hg/Vm/Vm 
Effect: Increases physical damage by 100%, but reduces Parry and Dodge success 
rates by 50%. 
Duration: 8 hours. 
Toxicity: High. 
Notes: This is given to you at the start of the game for a reason: It's the 
best overall pre-boss fight potion around. The ability to deal twice the 
damage you normally do is self-appreciative, and the only real downsides are 
quite easy to circumvent. Toxicity too high? Use it immediately after an 
Albedo-dominant potion. Don't like the Dodge and Parry skill penalties? Well 
frankly you shouldn't be relying on either to get you through tough fights, 
but you can nonetheless cancel them out by drinking a Blizzard potion at the 
same time... so long as you can stand what it does to the camera. 

White Gull: Vt/Vt/Rb 
Effect: Causes Intoxication (Attack -50%). 
Duration: 8 hours 
Toxicity: Medium. 
Notes: Despite being useless in themselves, you'll still end up making tons of 
these for their ability to be used as top-quality potion bases, effectively 
turning bottom-end alcohol into top-end distillate. Keeping a stock of these 
handy is a smart idea for when you run into trouble and have to use a potion 
or two to save yourself; with them you can replenish your stocks of real 
potions without having to buy / find purpose-made distillates. 

White Honey: Vt/Rb/Ae 
Effect: Clears all toxicity and potion effects. 
Duration: Immediate. 
Toxicity: None. 
Notes: Although the primary use of these is to quickly replace potion effects 
and change tactics on-the-fly, they're actually more useful as free tickets to 
the effects of additional substances. Since these things have no toxicity, and 
can be made to carry dominant additions, you can leave yourself with an 
additional effect without having to pay for it in the form of the usual 
toxicity points. This is especially useful in the case of making 
Albedo-dominant White Honey, which will basically create the perfect 
conditions to load Geralt up with other potion effects just before a boss 
fight.  

White Raffard's Decoction: Vt/Rb/Hg/Hg 
Effect: Immediately restores a lot of health. 
Duration: Immediate. 
Toxicity: High. 
Notes: This is the prime candidate for your potion quickslots, IMO. This 
potion comes in handy loads of times, and can be made right from the start of 
the game too (it's comprised entirely of ingredients obtainable from Barghest 
carcasses). They also sell for 40 orens, but personally, I don't think you'd 
be wanting to give them away that easily, given how damn useful they are. 

Willow: Ae/Ae/Qb 
Effect: Grants immunity to the Stun and Knockdown effects. 
Duration: 8 hours. 
Toxicity: high. 
Notes: Unlike the Kiss and Golden Oriole, this status-preventing potion is 
actually important to have on a number of occasions, thanks to both the 
effects it protects against being much more dangerous than either Poison or 
Bleeding. Stun and Knockdown both enable enemies to execute finishing moves on 
you, some of which can kill instantly. And if that wasn't reason enough, some 
of the end-game bosses can also do it to you too, complete with insta-death 
finishing moves. It is worth carrying at least one of these with you at all 
times, just in case you run into a monster capable of causing either effect. 

Wives' Tears: Rb/Ae/Qb 
Effect: Removes Intoxication effect. 
Duration: Immediate. 
Toxicity: Low. 
Notes: Several story points in the game involve Geralt getting completely 
plastered with his friends... and some of these drinking sessions are 
immediately followed by fights. As a result, it's always a good idea to have 
one of these handy, should the unexpected need for combat arise (or if you're 
just bored of laughing at Geralt's drunken attempts at walking across the 
room). 

Wolf: Vt/Vt/Hg/Hg/Vm 
Effect: Chance of causing Precise Hit raised by 50%. 
Duration: 8 hours. 
Toxicity: Medium. 
Notes: I'm not sure, but I have a feeling the critical effect Precise Hit can 
only be caused by using the Group style during combat. If this is true, then 
this potion is only any good in fights where said style is employed. To be 
honest however, even if it isn't, relying on critical effects is rarely a wise 
move in any but the most rudimentary of fights (when said effects failing to 
take hold is of little concern). If you've got the spare toxicity points, and 
you know you'll be facing large groups of enemies in the near future, then I 
can see the reasoning. For any other situation, however, I'd spend said 
toxicity on something else. 

Wolverine: Ae/Ae/Qb/Hg/Vm 
Effect: Increases Attack and Damage by 50% when Geralt's health drops below 
50%. 
Duration: 8 hours. 
Toxicity: Medium. 
Notes: Using toxicity points, top-quality alcohol and a few ingredients to 
effectively bet against yourself like this isn't my idea of skillful gameplay. 
This potion is only any use when Geralt's health drops below half, meaning 
most battles will cause neither need nor use of it at all. Of the remaining 
few (namely, with those creatures dangerous enough to cause that kind of 
damage), letting yourself get to such a risky state is never smart. Trying to 
keep yourself in said state, just for the sake of something a Thunderbolt can 
replicate pretty well (what it doesn't give in accuracy, it makes up for in 
damage), is even dumber. 
Could be useful if you've got a spare Full Moon lying around, though, since 
they effectively cause your health to go to 50% without you actually losing 
any vitality. 



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4. Mutagenic potion recipe list. 

These are special potions that can only be made once per game, using the 
relevant special ingredients listed. They all have immediate effects and are 
not toxic at all, so there's no point in listing duration and toxicity here. 
Note that these potions cannot be given additional effects like regular 
potions, due to the 'special substance' counting as an ingredient, and 
therefore making it impossible to match ALL of the ingredients up with the 
same additional substance (none of the special ingredients have additional 
substances in them of any kind). 

Although, like normal potions, you don't need to buy / find the formula in the 
game, you do only get one chance to make each of these, so you'd best not ham 
it up! You might want to save your game first before making any of them, just 
in case something goes wrong. 


Dagon Sap: Rb/Ae/Hg/Vm/Sp=[Dagon Secretions] 
Effect: Unlocks the True Grit strength upgrade. 
Notes: You can make this potion about 2/3 of the way through chapter 4, after 
you fight Dagon. 

Frightener's Vision: Vt/Rb/Qb/Sp=[Frightener's Eye] 
Effect: Grants 1 Bronze talent when consumed. 
Notes: You can make this as soon as you have the 'herbalism' skill and have 
knowledge of a few basic plants (or when you have a journal entry about 
Ghouls), at the start of chapter 1. 

Golem's Pith: Vt/Ae/Qb/Hg/Sp=[Golem's Heart] 
Effect: Unlocks the Moonrise intelligence upgrade. 
Notes: This becomes available to produce once you defeat the Golem, towards 
the end of chapter 2. 

Hellhound's Soul: Vt/Rb/Rb/Sp=[Trace of the Beyond] 
Effect: Grants 1 Silver talent when consumed. 
Notes: Can be made as soon as the Hellhound is defeated, at the end of chapter 
1. 

Kikimore's Ire: Vt/Qb/Hg/Vm/Sp=[Kikimore Queen's Nerve] 
Effect: Unlocks the Mutation stamina upgrade. 
Notes: Can be made at the start of chapter 4, after having escaped Vizima with 
the special ingredient from the Kikimore Queen. 

Koshchey's Core: Ae/Hg/Hg/Sp=[Koshchey's Heart] 
Effect: Grants 1 Gold talent when consumed. 
Notes: Can be made towards the end of chapter 5, after killing the Koshchey. 

Striga's Urge: Vt/Ae/Hg/Sp=[Striga Heart] 
Effect: Grants 1 Bronze and 1 Silver talent when consumed. 
Notes: Possible to make about halfway through chapter 5, if you decide to kill 
the Striga. However, doing so has a few story-related consequences, so choose 
wisely before killing her. Do you really need those extra talents that badly? 

Werewolf's Wrath: Ae/Qb/Hg/Vm/Sp=[Werewolf Fur] 
Effect; Unlocks the Predator dexterity upgrade. 
Notes: The option to kill the Werewolf and obtain its fur presents itself about
 2/3 of the way into chapter 3. However, killing the Werewolf has several 
negative story-related consequences attached to it (more so than what happens 
if you kill the Striga). Personally, I don't think it's worth it, but that's 
up to you. 

Zeugl's Vigor: Rb/Ae/Ae/Sp=[Zeugl Venom] 
Effect: Grants 1 Silver and 1 Gold talent when consumed. 
Notes: Can be made about halfway through the Epilogue, after the fight with 
the Zeugl. 



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5. Oil recipe list. 

Oils generally fall into 2 categories: ones for causing critical effects and 
ones for causing more damage to specific types of monsters. Unlike potions, 
oils have no use for additional substances (making them all match up doesn't 
create oils that are any different from the normal versions), so there's no 
point wasting ingredients with additional substances on them. All oils in the 
game last for 24 hours, so there's also little point in stating the duration 
of each individual one in the list. 

Note that the effects of oils cannot be stacked; applying an oil to a sword 
will overwrite any previous oils / upgrades on that sword (this fact can be 
useful if you mess up and put a negative-effect oil all over one of your 
weapons: applying any type of weapon upgrade / oil will instantly remove the 
deleterious effect and replace it with said upgrade / oil). All of these can 
be made as soon as you have the 'Oil Preparation' intelligence skill (costs a 
Bronze talent to acquire) and have the required base / ingredients. 

Argentia: Rb/Qb/Qb/Hg/Hg  
Effect: Increases a silver sword's damage by 60%. Reduces a steel sword's 
damage by about 50%. 
Notes: This stuff rocks! If you don't know what you're going up against, or if 
you know you'll be facing lots of different types of monsters in the near 
future, this is your best overall choice for what to put on your silver sword. 
Keep a stock of these; they're almost always useful in situations involving 
monsters. 

Brown Oil: Rb/Ae/Qb/Vm/Vm 
Effect: Adds Bleeding to sword attacks. 
Notes: Ehh, Bleeding isn't the most dangerous critical effect in the game, so 
it's not particularly useful when used on your enemies either. On top of that, 
the Strong style often ends up having a pretty good chance of causing Bleeding 
on its own, without the help of this oil. If you've already got a store of 
Argentia and Crinfrid Oil, I don't see why making this is such a bad idea, but 
making it instead of either is a bit silly, IMO. 

Crinfrid Oil: Vt/Ae/Hg/Vm/Vm 
Effect: Adds Pain to sword attacks.
Notes: As hinted at above, this is in my opinion the best overall 
effect-inducing oil. Pain can completely incapacitate enemies and leave them 
helpless for a few seconds, giving you ample time to finish them off with 
minimal trouble. It makes fights with humanoid creatures in particular a lot 
easier: Even if you're hopelessly outnumbered, one swing of the Group style 
and the entire mob is suddenly too busy writhing in agony to hurt you. Even 
with monsters, Pain can slow most of them down considerably, if not stop them 
in their tracks. 

Hanged Man's Venom: Vt/Rb/Ae/Hg/Vm 
Effect: Adds Poison to sword attacks. 
Notes: Same problem as Brown Oil, really. Poison just doesn't do that much to 
enemies, and what little it does do is already accomplished in much greater 
volumes by the act of swinging a sword at them in the first place. If you've 
already got your stocks of more useful oils filled and have a spare 
top-quality grease lying around, give it a go; otherwise, spend said grease 
on something else. 

Insectoid Oil: Rb/Qb/Ae/Vm 
Effect: Increases damage done to insects by 100%. 
Notes: Especially useful in chapter 3 when all the Kikimores start appearing 
everywhere, but its use somewhat wanes after that. However, if you know you'll 
be up against insects soon, this is a good thing to have handy nonetheless. 

Necrophage Oil: Vt/Vt/Ae 
Effect: Increases damage done to necrophages by 100%. 
Notes: Since necrophages are everywhere in this game, it's always a good idea 
to have some of this in your collection for pretty much every chapter. An 
added bonus is that necrophages are very predictable in their locations: 
Almost every crypt, graveyard and other dark, corpse-filled place is home to 
them. As a result, you're unlikely to waste this oil by applying it at the 
wrong time: if an area looks like it'll have necrophages in it, it almost 
always does, so go ahead and apply it. It's not like it's hard to make more of 
the stuff either, even if you do get it wrong.

Ornithosaur Oil: Vt/Rb/Qb/Hg 
Effect: Increases damage done to ornithosaurs by 100%. 
Notes: Ornithosaurs are among the ranks of the more annoying monsters, and 
they like to show up in fairly large groups in those places where they appear, 
so having this handy from chapter 2 onwards is never a bad idea (since that's 
when you first encounter wyverns). Later on in the game, ornithosaurs become 
rare, and so does the need for this too, but it's useful while it lasts. 

Specter Oil: Vt/Ae/Rb 
Effect: Increases damage done to specters by 100%. 
Notes: Specters, like necrophages, appear in practically every chapter of the 
game, so having something that makes them go away quicker is a wise move, 
however you want to look at it. Some specters, unlike necrophages, have an 
irritating habit of randomly appearing right next to you without any warning, 
so applying this oil beforehand is not as easy as it is for most others. 
However, just using it whenever a specter pops up and then making a new batch 
later isn't difficult, thanks to its simple formula. 

Vampire Oil: Vt/Qb/Qb/Hg/Vm 
Effect: Increases the damage done to vampires by 100%. 
Notes: Vampires are some of the toughest regular enemies in the game, so 
investing in some Vampire Oil is especially wise toward the end of the game 
(chapters 4 and 5), when they start appearing in significant numbers. You can 
usually see them coming a mile off, though, so getting this oil on your sword 
in time is pretty easy in comparison to some of the other types of monsters 
listed here. The same can be said for predicting where they'll be, too: 
basically anywhere you'd expect to find necrophages, in the later chapters of 
the game. Ergo, having this oil ready long before you ever even see them isn't 
hard to do. 



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6. Bomb recipe list. 

Bombs are mostly used to generate critical effects, so their primary uses are 
often limited only to when you come across enemies that can have said effects 
used against them. However, they are a good way of causing certain effects 
which aren't easily generated by other means, so they're worth the Silver 
talent (and all the other Bronze / Silver talents necessary to reach said 
talent) needed to make them. Like oils, bombs have no use for additional 
substances, so it's better to keep some of the basic ingredients (i.e. those 
lacking additional substances) for making these instead of using your potion 
ingredients. Bombs all have an immediate effect, and their exact duration is 
random to some extent. 

Devil's Puffball: Ae/Ae/Hg/Rb 
Effect: Poisons all enemies within detonation radius. 
Notes: Causing Poison, once again, is not really worth spending powders and 
ingredients on. Especially when you consider that, with the same base, you can 
make other bombs that cause much more useful and rare effects. 

Dragon's Dream: Hg/Hg/Qb/Rb/Vm 
Effect: Releases an explosive gas. Use of the Igni sign on this gas causes 
considerable damage to everything caught in it. 
Notes: This is the only bomb that can do straight-up damage, and also the only 
bomb that requires top-quality powder to make. It's worth saving said powder 
to make a few of them, even if they're harder to use than the other bombs. 
Note that if you don't move far enough away from the gas cloud, it'll hurt you 
as well when you set it off. As a result, it's not really designed for 
close-range fights, but if you can set it off in advance of an enemy closing 
on you it can still prove worthwhile. 

King and Queen: Rb/Rb/Ae 
Effect: Causes Fear in all emenies within detonation radius. 
Notes: For when you just can't be bothered with yet another horde of Ghouls, 
this is very handy indeed. Fear causes enemies to hesitate, run off, and 
generally not bother you, making it effective as an escape strategy should you 
find yourself surrounded. Have some of these in your quickslot, just in case 
you need to do an impromptu exit-stage-left. 

Samum: Rb/Rb/Ae/Vm 
Effect: Stuns all enemies within detonation radius. 
Notes: This is my overall favourite bomb... because Stun is my overall 
favourite effect out of those caused by said bombs. Stun is like Knockdown in 
that it leaves an enemy completely helpless and immobile for a few seconds, 
which can be used to execute finishing moves on them, or simply to get away if 
you can't be bothered with fighting and they're immune to the Fear effect. I'd 
save a quickslot space for this, if I were you. 

Zerrikanian Sun: Ae/Hg/Qb/Vm 
Effect: Blinds all enemies within detonation radius. 
Notes: I like this bomb, simply because it's the only reliable way of blinding 
enemies without spending lots of talents on powering up the Yrden sign. 
Blinded enemies have their ability to attack removed for a few seconds, which 
can leave them open to those skills / spells that take time to pull off... or 
simply to another faceful of sword-swings. Up to you, really. 



-------------------------------------------------------------------------------



7. Ingredients FAQ. 

OK, so you know what you want and how to make it the way you want it. Now 
where are you gonna get the ingredients? If you're only interested in making 
potions / oils / bombs for their ordinary effects, then it shouldn't be hard 
to find all of the main alchemy components without any help at all. But what 
if you want a specific additional effect on any of your potions? 
Well, look no further: Here's a list of every ingredient and possible 
additional substance in the game, along with explanations of where / when it 
becomes available. 

NOTE: some of the ingredients that are bought from herbalists / alchemists may 
be omitted, or have inaccurate details on when they appear in shops. This is 
for the simple reason that there is only ever one time when spending money on 
ingredients is advisable: At the start of the game, when Vermillion isn't 
found in any monsters or recogniseable plants, it may be bought from Abigail 
in the form of Phosphorous. Apart from that, there is always a free 
alternative to all of the stuff merchants offer, so they really shouldn't be 
relied upon as a means of obtaining anything (Kalkstein wasn't lying when he 
said they'll rip you off!). As a result, I didn't pay much attention to what 
was in the shops during most chapters, so I can't guarantee when they'll have 
what you need (not that it should matter, for reasons stated above). 

Vitriol (Vt): 
Beast Fangs - Dogs/Wolves/Barghests(/Skullheads) - Ch1-E 
White Vinegar - Necrophages(any, except Devourers) - Ch1-5
Shimmering Dust - Noonwraiths - Ch4 

Pure Vitriol is easy to get, and is obtainable right from the start of chapter 
1. Hell, the very first thing you do in said chapter is fight 4 Barghests, and 
they drop Beast Fangs pretty often. Chances are you'll end up with a 
lifetime's supply of the stuff before you even get into Vizima itself, 
especially since you don't even need any journal entries at all to remove 
Beast Fangs from the enemies that drop them. 
Oh top of that, necrophages can be found as soon as you get the key to the 
crypt in chapter 1 too, but they don't drop White Vinegar as often as 
Barghests do Beast Fangs. Even so, you can end up with a large stockpile of 
both without really trying, given how abundant the sources for both are. 
Noonwraiths, the final source of Vt, are only found in chapter 4, roaming 
around in the Fields area during the daytime. 
(Note: Skullheads only appear at the very end of the game, past the point of 
no return to any campfires, so they are only mentioned for the sake of 
completeness and are not intended as a reliable source of... well, anything.) 


Vitriol+Albedo (Vt-A): 
White Myrtle - Ch1-5 
Echinops Rootstock - Echinopsae - Ch2-3(1+5)

Vt-A has a very common source: White Myrtle is an abundant, easily recognised 
plant that grows all over Vizima's outskirts, swamps and grassy regions. Since 
the game's early story involves you picking 5 of these, you're basically 
forced into being able to gather it, and after that your supply of Vt-A is 
essentially unlimited. 
The other way of obtaining Vt-A is by fighting Echinopsae, however they are 
nowhere near as abundant, or as easy to harvest things from, as White Myrtle. 
Wherever they appear, so does White Myrtle, and that at least doesn't try to 
kill you when you go harvesting it. They mainly appear in chapters 2 and 3, in 
the swamp, however a small number of them can also be found in the cave under 
the wall in chapter 1, and in the swamp cemetery in chapter 5 (neither of 
these groups are big enough to be farmed, and they may not even re-appear at 
all once destroyed for the first time). 

Vitriol+Rubedo (Vt-R): 
Sewant Mushroom - Ch1-5 
Calcium Equum - Bought/Found - ChP-5 
Archespore Juice - Archespores - Ch3 
Bruxa Blood - Bruxae - Ch5 

The easiest way of getting Vt-R is via Sewant Mushrooms; those bright green, 
impossible-to-miss fungi that appear in caves, crypts, or any other 
underground locations. You need a journal entry about them in order to harvest 
them, but said entry is available almost as soon as the mushrooms themselves. 
Sewants alone should be enough to create a stockpile of Vt-R, but if you find 
yourself short of them there are alternatives. Archespores appear in the swamp 
in chapter 3 (in the place of some Echinopsae locations), and Bruxae can be 
found near the house in the swamp cemetery in chapter 5. There's also a grand 
total of one Bruxa available in chapter 4, which appears amongst a group of 
Alps during your first encounter with Berengar. However, said Bruxa does not 
re-appear once killed. 

Vitriol+Nigredo (Vt-N): 
Crow's Eye - Ch2-4 
Hop Umbels - Bought/Found - Ch??
Ghoul Blood - Ghouls - Ch1-5 
Ginatz's Acid - Ghouls/Drowners - Ch1-5 

Fun fact: Hop Umbels, despite having a journal entry about them, do not 
actually appear anywhere in the game. They might've been available in the old 
version of The Witcher, but they're nowhere to be found in the Enhanced 
Edition. Odd... 
Anyway, the easiest source of Vt-N is Crow's Eye, since all you have to do is 
walk up and take it. It grows in all the same places White Myrtle can be 
found, throughout chapters 2 to 4 (read: swamp, and later, meadows outside 
Murky Waters). The earliest opportunity to get it, however, is from the 
carcasses of Ghouls and Drowners (Ghouls drop Ghoul blood almost all the time, 
though, while Drowners don't always leave Ginatz's Acid behind). Ghoul-hunting 
will give you a large stock of the stuff as soon as you open the crypt in 
chapter 1, with Ginat'z acid being available even earlier, albeit not in as 
high a volume. Also, Drowners and Ghouls appear in every chapter in the game, 
so they're more reliable than Crow's Eye, too. 

Rebis (Rb): 
Death Dust - Specters(any) - Ch1-4 
Cadaverine - Drowners/Devourers/most Necrophages - Ch1-5 
Wine Stone - Bought/Found - Ch1-4 

Another easy one, which you can acquire huge amounts of without paying any 
attention to what you're picking up. Death dust is available right from the 
start of the game from Barghests, and Cadaverine is available once you have a 
journal entry concerning Drowners. Both are obtainable right at the start of 
chpter 1, and cadaverine in particular stays available right through the game, 
wherever drowners appear (read: swamps / rivers / bodies of water / etc.). 

Rebis+Albedo (Rb-A): 
Wing Membrane - Wyverns/Royal Wyverns/Fleders/Garkains - Ch2-5 

Rb-A is the single most annoyingly difficult alchemy component to find in any 
noteworthy amount. It's only dropped by 4 monsters; said monsters aren't 
particularly common; all of them are on the more challenging end of the battle 
scale; you need a journal entry on the ingredient for it to be dropped at all; 
and to cap it all, once it's unlocked via the journal, the drop rate is lousy 
for all of the monsters that have it, too. Avoid trying to make 
Albedo-dominant potions that use Rebis whenever possible: hunting for this 
stuff is irritating to say the least. The first "opportunity" (and I use the 
term VERY loosely) to get Wing Membranes is from the Wyverns that appear in 
the north of the swamp in chapter 2. Bring up the map and mouse over the 
islands to the north of the Mage's Tower; one will be labeled "Wyvern Island". 
That's where the Wyverns are, in both chapters 2 and 3. Later, Wyverns appear 
in all the areas of chapter 4 (especially Black Tern Island), along with 
Fleders, which appear both just outside and in the crypt by the lakeside. In 
chapter 5, Garkains can be found in and around the crypt in the swamp 
cemetery... very rarely. 

Rebis+Rubedo (Rb-R): 
Green Mold - Ch2-3,E 
Lunar Shards - Bought/found - Ch1-5 
Beast Liver - Dogs/Wolves/Mutants(/Skullheads) - Ch1-E 

Rb-R is best obtained through Beast Livers, since dogs and wolves are common 
throughout the game, and are replaced in chapter 5 by mutants, which are just 
as easy to find towards the end of said chapter. Since Dogs don't even fight 
back when you attack them, and since Wolves appear in large groups wherever 
they can be found (chapter 2 and 3 = near the druid's grove and in the swamp 
cave; chapter 4 = in the field surrounding the inn at Murky Waters), 
stockpiling Beast Livers is very quick and easy to do. Once you have the 
journal entries for dogs and wolves, that is. 
If you want a (slightly) easier way of obtaining Rb-R, then Green Mold is 
always available in the sewers during chapters 2 and 3 (as well as the 
Epilogue, should you run out during the last few hours of the game). It looks 
like a very pale green stain (almost white) on the walls of the sewers (It's 
hilighted by holding down the Alt key anyway, so shouldn't take too long to 
find). Remember, Green mold is not available for some of the chapters in the 
game, whereas Beast Livers are. 

Rebis+Nigredo (Rb-N): 
Celandine - ChP-3,5
Han - Ch4 
Cemetaur Jaw - Cemetaurs - Ch3-5 
Stones of Ys - Vodyanoi Priests - Ch4 

This one's a complete no-brainer: Celandine is the only sensible choice here. 
You are given the journal entry for it in the Prologue (for free, I might 
add), and it grows all over every grassy / swampy area from chapter 1 to 4. 
During chapter 4 is the only time it becomes rare, but that's where Han comes 
in useful. Han can be found all over the Fields area in chapter 4, thereby 
providing a ready supply of Rb-N during the one time when Celandine is not 
really available. You need a journal entry to harvest Han, but it's fairly 
easy to acquire. 
Based on the above, I really can't recommend Cemetaur Jaws as a supply of 
Rb-N, but if you feel you must, Cemetaurs can be found in all the places 
you'd expect: Crypts, graveyards, and wherever there's corpses to be had. 
There's a couple mingling in a large crowd of other necrophages in the swamp 
in chapter 3, and also a few in the streets in chapter 5, feeding on corpses. 

Aether (Ae): 
Spores - Echinopsae/Archespores - Ch2-3(1+5) 
Cockatrice Feather - Cockatrices - Ch3 
Naezan Salts - Alps/Bruxae - Ch3-5 

No matter which way you look at it, you'll have to go out of your way to 
collect pure Ae ingredients if you want a stock of the stuff. All of the 
enemies that drop it are restricted to just a few areas each. Thankfully, when 
combined those areas span almost all the game, so there'll usually be at least 
one of these on offer. Your first chance to get Ae is from the Echinopsae in 
the swamp in chapter 2 (possibly from the 4 or 5 in the cave in chapter 1, but 
I don't think they re-appear when killed), followed by Cockatrices in the 
swamp cave during chapter 3, and finally from Alps / Bruxae during chapters 4 
and 5 (in crypts and the swamp cemetery, respectively). 

Aether+Albedo (Ae-A): 
Bebercane - Ch1-5 
Drowner Brain - Drowners - Ch1-5 

Easy, easy, easy. Bebercane is a big, obvious, tree-like plant that grows 
practically everywhere (including inside towns and cities, where it's used as 
an ornamental plant), and Drowners are just as common. Preference over either 
is up to personal choice for this one, since they both appear at the same 
time, and both can easily be used to create large stockpiles of Ae-A. 

Aether+Rubedo (Ae-R): 
Hellebore - Ch1-3,5 
Alp Fangs - Alps - Ch3-5 

There's really not much choice over what to stock up on here: it's either 
Hellebore or Alp Fangs. There's even less choice when you realise Hellebore 
is not present in the one chapter Alps are most common in. Ergo, there's 
really only one way you can go about getting Ae-R: Stock up on Hellebore 
through the first 3 chapters, then either live off said stock or switch to 
collecting Alp Fangs in chapter 4, and then take your pick of either in 
chapter 5. Hellebore looks almost like a small sunflower, and grows all over 
everywhere (including inside towns and in people's gardens), and Alps are 
mostly found in the crypt in the Fields in chapter 4. 

Aether+Nigredo (Ae-N): 
Ginatia - Ch3-5 
Allspice Root - Bought/Found - Ch1-5
Drowned Dead Tongue - Drowned Dead - Ch2-3,5 
Quicksilver Solution - Bought/Found - Ch1-5 

The first free way of getting Ae-N is in the form of Drowned Dead Tongues, 
from the Drowned Dead which appear all over the swamp in chapter 2. This 
source lasts until chapter 4, where your only real choice is to switch to 
Ginatia petals instead (Ginatia grows all over the meadows just outside Murky 
Waters itself, near the inn). Again, both appear in high enough numbers to 
quickly amass a large collection of either, so go nuts. 

Quebirth (Qb): 
Sulphur - Bought/Found - Ch1-5 
Abomination Lymph - Vampires(any)/Bloedzuigers/Ghouls/Cemetaurs - Ch1-5 
Shadow Dust - Devourers/Nightwraiths - Ch4 

By far the most effective way of stocking up on pure Qb is by hunting for 
Abomination Lymph. The list of creatures carrying it is so long, and the 
occurence of some of them so frequent, that it's practically impossible not to 
end up with a fair amount of the stuff just by total accident. Any trip to 
either a crypt or a swamp will usually yield some Abomination Lymph, since 
that's where the most common carriers of it (read: Ghouls and Bloedzuigers 
respectively) can be found. 
There's also the possibility of obtaining it from Devourers and Nightwraiths 
(in the form of Shadow Dust), both of which appear in the Fields area in 
chapter 4, but chances are by then you'll have all the Qb you can use and 
then some. 

Legal Info (Lg): 
Original Host - GameFaqs - ChP-E 
Original Author - AdVenon - ChP-E 
Original E-mail - totallynotajunkmailbox@gmail.com - ChP-E 

As much as I hate ruining the flow of this FAQ, I just can't resist the 
opportunity to make complete fools out of (some of) those who think stealing 
guides is clever. Your average guide-thief is an immature moron, you see, and 
while they usually know to delete / re-write the legal info section to show 
their own name and e-mail, they rarely bother reading all the way through what 
they steal. Ergo, putting duplicates of the legal info in a random place like 
this makes it obvious when someone has re-written the legal info part and 
tried to pass it off as his / her own work. If this guide appears anywhere 
besides on the site stated above, you know what to do. 

Quebirth+Albedo (Qb-A): 
Verbena - Ch2-4 
Honeysuckle - Ch2-3,5 
Vodyanoi Bladder - Vodyanoi - Ch4 

It's primarily the lack of sources that makes Qb-A ingredients so surprisingly 
hard to find, since the plants it comes from aren't anywhere near as 
ubiquitous as most others. Verbena is found in St. Lebioda's Hospital grounds 
in chapters 2 and 3 (as well as a few places in the swamp), and then in 
amongst the plants lining the Lakeside in chapter 4. Honeysuckle is found (in 
very small amounts) in the cesspools in the cemetery in chapters 2 and 3, and 
later in much larger quantities in the swamp cemetery in chapter 5. 
Personally, I'd go for Verbena, since it is a bit easier to stock up on in the 
early stages of the game. 
Vodyanoi can also be used to supplement the supply of Qb-A, and appear mainly 
at the water's edge in the Lakeside in chapter 4 (Though they can also be 
found in the Fields, in places where the riverbed hasn't dried up completely). 

Quebirth+Rubedo (Qb-R): 
Balisse - Ch1-4 
Fool's Parsely - Ch2-3,5 
Optima Mater - Bought/Found - Ch1-5 
Graveir Bone - Graveirs - Ch2-5 
Kikimore Claws - Kikimore Workers - Ch3 

Most ingredients leave you with only one real way of collecting them, but not 
Qb-R: You're practically spoilt for choice here. Balisse presents you with the 
first opportunity to collect it: it's a fairly large, easy to spot plant 
(looks a bit like Bebercane, only with orange fruits instead), and it grows 
in most grassy areas throughout the first 3 chapters, but it's not as common 
as most others are. Still, it serves as a decent source of the stuff until you 
get access to the swamp in chapter 2, when Fool's Parsely becomes available in 
much larger volumes (it grows everywhere in the swamp). In chapter 3, Kikimore 
workers will throw themselves at you in such numbers that you'll probably have 
a ton of claws from them anyway, and Graveirs are as predictable as ever in 
their locations (crypts / graveyards / cemeteries etc.). Personally, I like 
Fool's Parsely best, since you don't have to fight it to harvest it, but meh; 
whatever works is cool here, I suppose. 

Quebirth+Nigredo (Qb-N): 
Ducal Water - Bought/Found - Ch1-5
Mandrake Root - Bought/Found - Ch1-5 
Alghoul Marrow - Alghouls - Ch2-5
Garkain Saliva - Garkains - Ch4-5 

Given how damned rare Garkains are, the only real option here is to go hunting 
Alghouls (which can be found in any crypt / cemetery from chapter 2 onwards, 
when you get the key to the city cemetery). They almost always drop Alghoul 
Marrow when killed. There's a grand total of one Garkain in the crypt in the 
fields in chapter 4, and another one either just outside or somewhere inside 
the Swamp Cemetery's crypt in chapter 5. That's it.  

Hydragenum (Hg): 
Albar's crystals - Bloedzuigers/Devourers - Ch2-5 
Vodyanoi Scales - Vodyanoi - Ch4 
Tendons - Vodyanoi(/Skullheads) - Ch4,E 
Mutagen - Mutants - Ch5-E 
Fifth Essence - Bought/Found - Ch1-5 

Another no-brainer. Albar's Crystals, in addition to being very easy to find, 
also happen to sell for 40 orens each should you find a merchant willing to 
buy them. Bloedzuigers are rare in chapter 4, but that simply means you can 
switch from hunting them to going after Devourers instead during said chapter. 
Bloedzuigers are everywhere in the swamps in chapters 2, 3 and 5, and 
Devourers appear at the river outside Murky Waters and in the Fields at night 
in chapter 4. 
Vodyanoi may drop pure Hg more often in chapter 4, however, so if you're into 
the habit of selling your Albar's Crystals you might want to go hunting for 
Vodyanoi during chapter 4 and build up a stock of the stuff to keep for oils / 
bombs and sell all your Albar's Crystals during that chapter. Either way 
works, so it's up to you. 

Hydragenum+Albedo (Hg-A): 
Wolf's Aloe - Ch2-3,5 
Ectoplasm - Specters(any) - Ch1,4-5 

Another one where you don't have much choice: In chapters 1 and 4, your only 
source is Ectoplasm; in chapters 2 and 3, it's available only from Wolf's 
Aloe. Ectoplasm is obtained from Barghests in chapter 1, and all the other 
specters in chapters 4 and 5. Wolf's Aloe is a unique plant in that it can 
only be found indoors, in people's houses. There's one each in Shani and 
Kalkstein's houses in chapters 2 and 3, and another in Triss' house in chapter 
3. There are others in random NPC houses, too; just go door-to-door and look 
for them, you'll find quite a few if you spend long enough looking. 

Hydragenum+Rubedo (Hg-R): 
Beggartick - Ch2-3,5 
Pituitary Gland - Mutants - Ch5-E

The only other component, besides Rb-A, with only one possible source for most 
of the game, but this time it's nowhere near as much of a problem. Beggartick 
grows prolifically in the swamps in chapters 2, 3 and 5, and its bright red 
blooms make it easy to find, too. Which is just as well, since you're going to 
need a large stock of them to last you through chapter 4 when they disappear. 
In chapter 5, the only other way of getting Hg-R becomes available, in the 
form of Mutants. Since you'll be fighting lots of these as per the story 
anyway, obtaining Hg-R from then on shouldn't be a problem (though it's still 
worth stocking up on Beggartick, just in case). 

Hydragenum+Nigredo (Hg-N):
Ornithosaur Eye - Cockatrices/Basilisks - Ch3-4 
Mistletoe - Bought/Found - Ch1-5 

This is probably the latest-appearing of all the alchemy components, not 
presenting itself until chapter 3 when Cockatrices take over the swamp cave. 
Said Cockatrices are the only real source of Ornithosaur Eyes too, since the 
Basilisks in chapter 4 don't seem to re-appear once killed. I'd strongly 
recommend taking some time out in chapter 3 just to hunt Cockatrices, for 
their eyes amongst other things. 

Vermillion (Vm): 
Toxin - Ornithosaurs(any)/Kikimore Warriors/Giant Centipedes - Ch2-5 
Tracheae - Kikimores/Giant Centipedes - Ch3-4 
Phosphorous - Bought/Found - Ch1-5 

Like Qb, Vm is something you'll likely have coming out the wazoo without even 
trying. Although initially rare, it becomes available in chapter 2 from the 
Wyverns in the swamp, and very abundant in chapter 3 when all the Kikimore 
Warriors and Cockatrices start appearing in the swamp and cave respectively. 
By the end of Chapter 3, you'll probably have more Toxin than you can readily 
use for the rest of the entire game. And even if you don't, Kikimores (both 
kinds) also drop Tracheae too, which contains the same component as Toxin. In 
short: Hunt Kikimores and Wyverns; get Vm. Lots of Vm. 

Vermillion+Albedo (Vm-A): 
Bloedzuiger Blood - Bloedzuigers - Ch2-5 
Wolfsbane - Bought/Found - Ch1-5 

Only one way you can really go here: Bloedzuigers. Fortunately, Bloedzuigers 
are very common in chapters 2, 3 and 5, and almost always drop Bloedzuiger 
blood when killed. It's perfectly possible to collect a lifetime's supply of 
the stuff in chapter 2 without even breaking a sweat... just don't let them 
get it on you, OK? 

Vermillion+Rubedo (Vm-R): 
Feainnewedd - Ch2-3 
Devourer Teeth - Devourers - Ch4 
Pyrite - Ifrits - Ch2-3,5-E 

The easiest way of getting Vm-R is via Feainnewedd, a plant that grows in the 
swamp (particularly around the nonhuman camp) in chapters 2 and 3. After that, 
supplies of it peter out somewhat, so it's best to spend a while stockpiling 
it. Feainnewedd itself looks like a wide, very flat disc of pale-green leaves 
with small pink flowers on it (were it not for the flowers, it'd more closely 
resemble a fungus than a plant). It's a bit harder to spot than your average 
swamp plant, but as always the Alt key is your free ticket to having them 
pointed out for you if you can't find them. 
Devourers, the only other reliable source of Vm-R, are found wandering by the 
river near Murky Waters, and in the Fields area, at night in chapter 4. 

Vermillion+Nigredo (Vm-N): 
Bryonia - Ch4 
Ergot Seeds - Bought/Found - Ch??
Venom Glands - Ornithosaurs(any)/Giant Centipedes/Kikimore Warriors - Ch2-5 

Every enemy that drops Toxin also drops Venom Glands. As a result, amassing 
huge piles of Vm-N is just as easy as it is with ordinary Vm. Follow exactly 
the same guidelines for obtaining Toxin, and you'll end up with more Vm-N than 
you can shake an overfilled alchemy sack at. 
There's also the added possibility of harvesting Bryonia in chapter 4, but 
there are Wyverns present in all the areas of chapter 4 too, as well as Giant 
Centipedes, so there's no real need to think about replacing the former for 
the latter, unless you've somehow already ran out of Venom Glands and don't 
feel like fighting Wyverns for more. 
(Note: Ergot Seeds, like Hop Umbels, don't actually exist in the game. Dunno 
where they went or why they're gone, but meh; they're not here, period.) 



-------------------------------------------------------------------------------



9. Journal entries FAQ. 

Right, so you know what you want to make, how to make it and where to get 
everything necessary to make as many of them as you want. However, there's one 
final thing standing between you and complete freedom to do whatever the hell 
you like with your alchemy stash: The journal. Almost all of the above 
ingredients can't be harvested at all until you have a journal entry about the 
monster you want to obtain said ingredients from. 

How do you get Journal entries? Mostly from either books, or from NPCs in 
exchange for an item (usually food). I prefer books since remembering all the 
exact locations of NPCs who give you them is a pain to do, and you only get 
one entry per item as opposed to several at once in most books. 
Most books will give you a list of all the monsters they cover when you mouse 
over them in the store screen, but here's a comprehensive list of what book 
covers which monster, and where / when you can find said book. I'll include 
NPC-related journal entries if and when possible, but I don't know all of them.
If you're having trouble finding the money to pay for all these books, I 
recommend checking out the hints / tips section for some ways to make a lot of 
money early in the game. 

BOOKS DESCRIBING PLANTS: 

Field Plants. 
Describes: Balisse, Bebercane, Celandine, Crow's Eye, Hellebore, Sewant 
Mushrooms and White Myrtle. 
Location: Buy from either the Viziman herbalist, the Antiquary, or from 
Abigail, in chapter 1 for 200 orens. 

Swamp Plants. 
Describes: Fool's Parsely, Beggartick and Celandine. 
Location: It can sometimes be found for free in a trunk near the collapsed 
tower in the swamp, but if not it can be bought from either the Antiquary in 
chapter 2 (Dwarven guy outside Shani's house), or from the Bookseller in 
chapter 3 (where all the other merchants are). Each charges 400 orens for this 
book. 

Plants of Barren Lands 
Describes: Bryonia, Ginatia, Honeysuckle, Verbena and Wolf's Aloe. 
Location: Bought from the same Bookseller who has the Swamp Plants book in 
chapter 3, and also from the Hermit in the Fields in chapter 4, for 600 orens. 
It's also possible to get this book for free as a reward for completing one of 
the side-quests in chapter 4, too (side with the Blacksmith's wife in 
'Temptation', and she'll give it to you when you complete the quest). 

Feainnewedd. 
Describes: Feainnewedd, Feainnewedd and Feainnewedd. Also Feainnewedd. 
Location: Sold by the antiquary outside Shani's house, and the Elder Druid in 
the Druid's grove, in chapter 2 for 300 orens. As dumb as it is to shell out 
300 orens just for one lousy journal entry, this is the only way to get the 
Feainnewedd entry, so meh. 

Subterranian Plants. 
Describes: Green Mold and Sewant Mushrooms. 
Location: Bought from the Antiquary (inside the inn) or Viziman Herbalist 
(outside the inn) in chapter 1, or from either the Dwarven Antiquary or 
Herbalist outside Shani's house in chapter 2. Also available from the 
Bookseller in the Trade Quarter in chapter 3. Whoever you buy it from, it 
costs 300 orens. 

Ritual Plants. 
Describes: Allspice Root, Ergot Seeds, Han, Hop Umbels, Mandrake Root, 
Mistletoe and Wolfsbane. 
Location: The Dwarven Antiquary and Elder Druid have it in chapter 2; the 
Bookseller also has it in chapter 3. It costs 400 orens. 

The Druid's Herbarium. 
Describes: Allspice Root, Ginatia, Hellebore, Mistletoe, Verbena and Wolf's 
Aloe. 
Location: I really do have to advise against buying this one, because all of 
the journal entries it gives can already be found in other books, most of 
which appear earlier in the game for a lower price. If you feel the need to 
get it anyway, the Elder Druid sells it, as does the Bookseller in the Trade 
Quarter, in chapters 2 and 3 repectively. It costs 600 orens. 

BOOKS DESCRIBING MONSTERS: 

The Book of Animals. 
Describes: Dogs and Wolves. 
Location: Abigail and the Antiquary have it in chapter 1, the Dwarven 
Antiquary outside Shani's house has it in chapter 2. It costs 100 orens. 

Barghests. 
Describes: Hmmm... I wonder... Barghests maybe? ...Nah. 
Location: Abigail and the Antiquary in chapter 1 sell this. It costs just 50 
orens, but you can get the journal entry for free by spending a Bronze talent 
on the 'Monster Lore' upgrade instead. 

Swamp Monsters. 
Describes: Drowners, Drowned Dead and Bloedzuigers. 
Location: The Antiquary and Abigail sell this in chapter 1, and the Dwarven 
Antiquary also sells it in chapter 2. It may also be possible to find this 
book for free, since it may appear in one of the huts in the outskirts. If it 
doesn't, it costs 200 orens to buy from either merchant. 

The Tome of Fear and Loathing, Volume I 
Describes: Ghouls and Graveirs. 
Location: The antiquaries in both chapters 1 and 2 sell this book, however 
it's not an advised purchase since you can get both journal entries by 
spending a Bronze talent on the 'Monster Lore' upgrade instead, for free. If 
you value your talents more than money, however, the 250 oren asking price 
should trouble you less. 

Curses and the Cursed. 
Describes: Echinopsae, Archespores, Strigas and Werewolves. 
Location: The Dwarven Antiquary in chapter 2 sells it for 500 orens, however 
talking to the inkeeper in chapter 3 can result in him giving it to you for 
less than half that. It can also be found for free in the Salamandra base at 
the end of chapter 3, in a trunk in the main hall. Both of the latter options 
do necessitate going an entire chapter without the ability to harvest some 
things from Echinops carcasses, though. 

The Tome of Fear and Loathing, Volume II 
Describes: Alghouls, Cemetaurs and Devourers. 
Location: The Dwarven Antiquary and Kalkstein in chapter 2 both sell it for 
500 orens, and the Bookseller also sells it in chapter 3 for the same amount. 

Ornithosaurs. 
Describes: Wyverns, Royal Wyverns, Cockatrices and Basilisks. 
Location: The Dwarven Antiquary and Kalkstein both sell this in chapter 2 for 
400 orens, as does the Bookseller in chapter 3. 

Vampires: Facts and Myths. 
Describes: Alps, Bruxae, Fleders and Garkains. 
Location: The Bookseller in the Trade Quarter sells it in chapter 3, and later 
the Hermit in the Fields has it in chapter 4, for 600 orens each.

A Description of the Vodyanoi or the Fishpeople. 
Describes: Dagon, Vodyanoi Priests and Vodyanoi Warriors. 
Location: The Bookseller in chapter 3 sells it for 600 orens. 

The Wonderful World of Insectoids. 
Describes: Giant Centipedes, the Kikimore Queen, Kikimore Warriors and 
Kikimore Workers. 
Location: The bookseller in chapter 3, and the Hermit in chapter 4, both sell 
this for 600 orens. 

The Last Wish. 
Describes: Ifrits. 
Location: The Bookseller and the Hermit sell it in chapters 3 and 4 
respectively, for 800 orens. Can also be found for free in the Striga's 
sarcophagus room, in chapter 5. 
Note: Geralt can also obtain this entry by talking to the nurses in chapter 5 
and giving them what they ask for. 

The Double Cross of Alzur. 
Describes: Skullheads, the Frightener and Koshchey. 
Location: Sold by Julian in chapter 4 for 200 orens, but can be found for free 
in Kalkstein's laboratory in chapter 5.

Experiment Notes. 
Describes: Armored Hounds, Mutants and Greater Mutants. 
Location: Found on De Wett in chapter 5. 

Physiologus. 
Describes: Cemetaurs, Garkains, Golems, Royal Wyverns, Skullheads, Vodyanoi 
Priests, Werewolves, Witchers (yes, Witchers), Wolves, Wraiths and Zeugls. 
Location: One of the townsmen in the Trade Quarter may hand you this book for 
free in chapter 3. His exact location isn't fixed, though. He's supposed to be 
around John Natalis Square, but he has a habit of wandering off into nearby 
areas. Still, if you find him he can save you a lot of money on journal 
entries, so it's worth looking for. 



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9. Hints / tips / miscellanious stuff. 

This is a random pile of things that, while not having much to do with 
alchemy, are useful / interesting to know nonetheless. 

-The "infinite" money trick. 
You can do this as long as you've started the Dice Poker sidequest and 
completed the 'Novice' stage. The trick itself is available not long after 
starting chapter 2, when you first meet Thaler. If you've got yourself 
recognised as a professional dice player, Thaler will have no problem playing 
you. 
Most of the time, if you play poker with the same character repeatedly, 
they'll eventually run out of orens and the option to play more will be 
disabled. Thaler, on the other hand, never seems to run out of money no matter 
how many times you play him. As a result, dice poker with Thaler + blatant 
abuse of the save / load buttons = as much money as you can be bothered to 
win. If there is a limit, I never found it, and I'd made something like 3000 
orens off of him before getting bored. 
Besides getting all the money you need for books relating to alchemy, this is 
also useful for being able to afford the Excellent Leather Jacket (the single 
most expensive thing in the whole game) in chapter 2.
But what if you want a lot of money before chapter 2? Well, the total sums you 
can win from the dice players in chapter 1 combined add up to a fair amount 
(again, blatant abuse of the save / load buttons is the key to getting it 
all), and when they run out, you can always go hunting Drowners. If you have 
the journal entry about them, you can harvest Ginatz's Acid from them, which 
sells for 15 orens each. The ones by the river respawn at midnight, so you can 
run around and kill them all, fetch the acids they drop, go to a fireplace, 
hit the 'meditate til midnight' button, then get up and kill them all again in 
the space of less than 5 minutes. Keep doing this (Kill, meditate, kill, 
meditate etc.) until you have all the acid you can carry, then go to Abigail 
and sell it all (a full pouch of them can get you 750 orens). 

-Power-levelling. 
The mechanics of this game are not at all suited to power-levelling, but there 
is one place where you can do it and gain levels quickly. That place is in 
chapter 3, in the swamp cave. The Cockatrices in there will give you somewhere 
around 700XP each, and there's usually 7 or 8 of them each time they respawn. 
They, like everything else in the swamp, respawn at midnight, so by using the 
fireplace just outside the cave you can effectively cause them to respawn as 
many times as you like. After killing them all, go to the fireplace, hit 
'meditate til midnight', and once you wake up you can go back to the cave and 
there'll be a new group of Cockatrices there. The entire cave-ful of them gets 
you somewhere between 4000 and 5000 XP each time you go through it, and you 
can make them respawn as many times as you like through use of the 'meditate 
til midnight' button. Just be prepared to get mobbed by all the other things 
that spawn right next to said fireplace at midnight too! 
(There may be other power-levelling places in the game, but this is by far the 
most effective one I've found to date.) 

-Making Fisstech. 
Yes, you can actually make Fisstech. Why you'd want to, I've no idea, since it 
consumes top-end alcohol and only sells for 20 orens each (meaning you'll be 
making no money at all from it at best), but if you just want to make some for 
a (not so) cheap laugh, here's the formula: 
Qb/Hg/Hg/Hg/Vm. 
I don't know if this stuff can have dominant substance effects put on it, 
since I've never tried making it, but if you want to have some fun 
experimenting with drugs, be my guest. And don't say the manual's description 
of what Fisstech does didn't warn you!  



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10. Q&A 

If you ask about something particularly relevant, I might put your question 
here for everyone to read. Especially good questions will get you a mention 
in the credits, should you want one. 

Q: Where is / How do I [insert something not related to alchemy]? 
A: Check the Wiki site I put in the credits, or the guide the game comes with. 
This is only supposed to cover the topic of alchemy, not the whole game. 

Q: You missed a monster / ingredient / book / etc! 
A: First of all, make sure I actually did miss something, and you're not just 
being stupid and misspelling it in the Ctrl+F box. I've proofread this thing 
at least a dozen times by now, and I'm fairly sure I've gotten rid of all the 
spelling errors on my end. If I really have missed something, feel free to 
tell me via the e-mail listed in the credits. Be specific about what I missed, 
and if I can confirm your info I'll fix it. 

Q: Can I suggest something for the hints / tips section? 
A: Sure, knock yourself out. If you think you've got something that would fit 
with this guide (or if it's just plain awesome / funny to do), by all means 
tell me about it. I'll try it myself, and if it works it'll go in with what's 
already there, and you get a mention in the credits. :) 

Q: What about the Potion for Triss? 
A: It's not a real potion (as you can't drink it yourself), and the game 
spends half an entire chapter spelling out how to make it. If you still can't 
figure out what to do here, then the problem is more deeply rooted than what 
some text on the internet can solve. 

Q: I'm confused about [insert explanation here]. 
A: If you don't understand anything here, ask me via the e-mail and I'll try 
to put it in simpler terms. If it turns out you're not just being dense, or if 
several people raise the same concern over any part of this, I'll edit it to 
be less confusing wherever possible. No, I'm not re-writing the entire thing 
just because you can't get to grips with the abbreviations, but small changes 
here and there shouldn't be a problem. 

Q: NO ASCII ART!??!? F$^& YOU!!! 
A: Dear obvious 12 year old, 
I will (temporarily) ignore the fact that you should not be playing this game 
at your age, let alone yelling obscenities at people over the internet because
 of it, and instead direct you to the fact that this is a guide, not a 
doodle-pad. The point is to convey informaton regarding a videogame, not to 
see how well I can creatively waste GameFaqs' server space with pointless 
headers and drawing little boxes around everything. If your attention span 
does not allow you to read anything devoid of either, then this guide is not 
for you. Now give your big brother his game back already! 



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10. Credits. 

All credit for writing this guide goes to... me. :P 
All comments, questions, complaints, death-threats, marriage proposals and 
pyramid-scheme offers concerning the content of this guide should be sent to 
'totallynotajunkmailbox@gmail.com' (<=Yes, that is my real e-mail address, 
shut up). Please type coherently, and make sure I've not already answered your 
question here, if asking about something. Imbeciles, 1337speakers, spam-bots 
and obvious little kids will be ignored. 

Oh, also this site gets a mention for filling in the things I couldn't 
remember through my own completion of the game (mostly book locations, and one 
or two ingredient compositions): 
http://witcher.wikia.com/wiki/Witcher_Wiki 
Whatever's not in here, will almost certainly be in there. Visit it; you won't 
be disappointed. 

I suppose I should thank www.gamefaqs.com (the only place this guide should be 
found on, by the way) for giving people a place to share guides like this too. 
Without this place, a lot of people would by very, very stuck on their games. 
Me most certainly included. 



-------------------------------------------------------------------------------



11. Legal / copyright info. 

Copyright (c) 2011 AdVenon 
The only place this should appear is on www.gamefaqs.com, under the username 
AdVenon. Don't steal this guide. That clear enough for ya? 

...OK, I personally couldn't care less where this ends up, but I know for a 
fact that most guide-hosting sites do. If they find someone to be uploading 
guides they didn't make, it usually results in the offending account being 
deleted, and possibly IP-banned for copyright infringement. So don't do it. Or 
at the very least, don't get caught. 



-------------------------------------------------------------------------------



12. Printer friendly version. 

Want to print this out? Here's a simple, no-nonsense list of all the recipes, 
as well as a brief description of where the ingredients are. 
NOTE: The chapter locations are approximate. Not every monster/ingredient in 
each entry will be available for all the chapters listed next to it; it only 
serves as a general reminder that, at any given chapter, at least one of the 
ingredients mentioned is available. Check the full FAQ above to find out 
exactly which one appears when. 

POTIONS: 

Bindweed: Ae/Qb/Vm 
Black Blood: Vt/Vt/Vt/Rb/Ae 
Blizzard: Vt/Vt/Rb/Rb 
Cat: Rb/Qb/Qb 
De Vries' Extract: Rb/Ae/Qb/Qb/Hg 
Full Moon: Qb/Hg/Hg/Vm/Vm 
Golden Oriole: Vt/Vt/Ae/Ae 
Kiss: Vt/Vt/Vm 
Maribor Forest: Rb/Rb/Ae/Qb 
Perfume: Vt/Ae/Qb 
Petri's Philter: Rb/Rb/Qb/Hg/Vm 
Shrike: Rb/Qb/Hg/Vm/Vm 
Swallow: Vt/Rb/Rb/Ae 
Tawny Owl: Vt/Ae/Ae 
Thunderbolt: Vt/Rb/Hg/Vm/Vm 
White Gull: Vt/Vt/Rb 
White Honey: Vt/Rb/Ae 
White Raffard's Decoction: Vt/Rb/Hg/Hg 
Willow: Ae/Ae/Qb 
Wives' Tears: Rb/Ae/Qb 
Wolf: Vt/Vt/Hg/Hg/Vm 
Wolverine: Ae/Ae/Qb/Hg/Vm 

MUTAGENS: 

Dagon Sap: Rb/Ae/Hg/Vm/Sp=[Dagon Secretions] 
Frightener's Vision: Vt/Rb/Qb/Sp=[Frightener's Eye] 
Golem's Pith: Vt/Ae/Qb/Hg/Sp=[Golem's Heart] 
Hellhound's Soul: Vt/Rb/Rb/Sp=[Trace of the Beyond] 
Kikimore's Ire: Vt/Qb/Hg/Vm/Sp=[Kikimore Queen's Nerve] 
Koshchey's Core: Ae/Hg/Hg/Sp=[Koshchey's Heart] 
Striga's Urge: Vt/Ae/Hg/Sp=[Striga Heart] 
Werewolf's Wrath: Ae/Qb/Hg/Vm/Sp=[Werewolf Fur] 
Zeugl's Vigor: Rb/Ae/Ae/Sp=[Zeugl Venom] 

OILS:
 
Necrophage Oil: Vt/Vt/Ae 
Specter Oil: Vt/Ae/Rb 
Insectoid Oil: Rb/Qb/Ae/Vm 
Ornithosaur Oil: Vt/Rb/Qb/Hg 
Vampire Oil: Vt/Qb/Qb/Hg/Vm 
Crinfrid Oil: Vt/Ae/Hg/Vm/Vm 
Brown Oil: Rb/Ae/Qb/Vm/Vm 
Hanged Man's Venom: Vt/Rb/Ae/Hg/Vm 
Argentia: Rb/Qb/Qb/Hg/Hg 

BOMBS: 

King and Queen: Rb/Rb/Ae 
Samum: Rb/Rb/Ae/Vm 
Zerrikanian Sun: Ae/Hg/Qb/Vm 
Devil's Puffball: Ae/Ae/Hg/Rb 
Dragon's Dream: Hg/Hg/Qb/Rb/Vm 

INGREDIENTS: 

Vt: 
Beast Fangs - Dogs/Wolves/Barghests(/Skullheads) - Ch1-E 
White Vinegar - Necrophages(any) - Ch1-5
Shimmering Dust - Noonwraiths - Ch4 

Vt-A: 
White Myrtle - Ch1-5 
Echinops Rootstock - Echinopsae - Ch2-3(1+5)

Vt-R: 
Sewant Mushroom - Ch1-5 
Calcium Equum - Bought/Found - ChP-5 
Archespore Juice - Archespores - Ch3 
Bruxa Blood - Bruxae - Ch5 

Vt-N: 
Crow's Eye - Ch2-4 
Hop Umbels - Bought/Found - Ch??
Ghoul Blood - Ghouls - Ch1-5 
Ginatz's Acid - Ghouls/Drowners - Ch1-5 

Rb: 
Death Dust - Specters(any) - Ch1-4 
Cadaverine - Drowners/Devourers/most Necrophages - Ch1-5 
Wine Stone - Bought/Found - Ch1-4 

Rb-A: 
Wing Membrane - Wyverns/Royal Wyverns/Fleders/Garkains - Ch2-5 

Rb-R: 
Green Mold - Ch2-3,5 
Lunar Shards - Bought/found - Ch1-5 
Beast Liver - Dogs/Wolves/Mutants(/Skullheads) - Ch1-E 

Rb-N: 
Celandine - Ch1-3,5
Han - Ch4 
Cemetaur Jaw - Cemetaurs - Ch3-5 
Stones of Ys - Vodyanoi Priests - Ch4 

Ae: 
Spores - Echinopsae/Archespores - Ch2-3(1+5) 
Cockatrice Feather - Cockatrices - Ch3 
Naezan Salts - Alps/Bruxae - Ch3-5 

Ae-A: 
Bebercane - Ch1-5 
Drowner Brain - Drowners - Ch1-5 

Ae-R: 
Hellebore - Ch1-3,5 
Alp Fangs - Alps - Ch3-5 

Ae-N: 
Ginatia - Ch3-5 
Allspice Root - Bought/Found - Ch1-5
Drowned Dead Tongue - Drowned Dead - Ch2-3,5 
Quicksilver Solution - Bought/Found - Ch1-5 

Qb: 
Sulphur - Bought/Found - Ch1-5 
Abomination Lymph - Vampires(any)/Bloedzuigers/Ghouls/Cemetaurs - Ch1-5 
Shadow Dust - Devourers/Nightwraiths - Ch4 

Qb-A: 
Verbena - Ch2-4 
Honeysuckle - Ch2-3,5 
Vodyanoi Bladder - Vodyanoi - Ch4 

Qb-R: 
Balisse - Ch1-4 
Fool's Parsely - Ch2-3,5 
Optima Mater - Bought/Found - Ch1-5 
Graveir Bone - Graveirs - Ch2-5 
Kikimore Claws - Kikimore Workers - Ch3 

Qb-N: 
Ducal Water - Bought/Found - Ch1-5
Mandrake Root - Bought/Found - Ch1-5 
Alghoul Marrow - Alghouls - Ch2-5
Garkain Saliva - Garkains - Ch4-5 

Hg: 
Albar's crystals - Bloedzuigers/Devourers - Ch2-5 
Vodyanoi Scales - Vodyanoi - Ch4 
Tendons - Vodyanoi(/Skullheads) - Ch4,E 
Mutagen - Armored Hounds/Mutants - Ch5-E

Hg-A: 
Wolf's Aloe - Ch2-3,5 
Ectoplasm - Specters(any) - Ch1,4-5 

Hg-R: 
Beggartick - Ch2-3,5 

Hg-N:
Ornithosaur Eye - Cockatrices/Basilisks - Ch3-4 
Mistletoe - Bought/Found - Ch1-5 

Vm: 
Toxin - Ornithosaurs(any)/Kikimores/Giant Centipedes - Ch2-5 
Tracheae - Kikimores/Giant Centipedes - Ch3-4 
Phosphorous - Bought/Found - Ch1-5 

Vm-A: 
Bloedzuiger Blood - Bloedzuigers - Ch2-5 
Wolfsbane - Bought/Found - Ch1-5 

Vm-R: 
Faeinnewedd - Ch2-3 
Devourer Teeth - Devourers - Ch4 
Pyrite - Ifrits - Ch2-3,5-E 
Pituitary Gland - Mutants - Ch5-E

Vm-N: 
Bryonia - Ch4 
Ergot Seeds - Bought/Found - Ch??
Venom Glands - Ornithosaurs(any)/Giant Centipedes/Kikimore Warriors - Ch2-5 

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