Verified against Patch 8 (BG3 v4.1.1.6, April 2025 — the final patch). Values are stable.
Most players treat alchemy as an afterthought — a way to brew a few healing potions when the shop is dry. That’s a mistake, especially in Honour Mode, where alchemy is one of the most reliable damage sources in the game because it bypasses dice rolls entirely. A single Runepowder Barrel deals 50–120 force damage in an 18-metre radius before combat even starts. A Flashblinder grenade disables every Steel Watcher on the screen automatically. And one elixir combo can cut your crit threshold low enough that a well-built Rogue is threatening critical hits on every strike.
This guide covers the full system — how extracts work, which ingredients to grab by act, the five elixirs worth prioritising, and the specific barrel setups that have been tested against Honour Mode’s hardest encounters.
How BG3 Alchemy Works — Quick Start
Press H out of combat to open the Alchemy interface. Every raw ingredient — herbs, mushrooms, monster components — sits in your Alchemy Pouch. Hit Extract All Ingredients and the game converts everything at once, automatically unlocking every recipe you now have materials for. You don’t need to extract one ingredient at a time.
The system has two steps:
- Create extracts: 3 identical ingredients produce 1 extract. Three Rogue’s Morsel mushrooms → one Salt of Rogue’s Morsel. The ratio is always 3:1.
- Craft consumables: Combine one specific extract with any extract from a compatible generic category. A Potion of Healing needs a specific Salt extract plus any Suspension — the generic slot accepts whatever Suspension you have most of.
The six extract categories are Salts, Ashes, Essences, Sublimates, Suspensions, and Vitriols. That last point about the generic slot matters when you’re short on materials — the recipe only locks one ingredient, not both.
BG3 alchemy produces 64 total craftable items: 15 potions, 24 elixirs, 8 grenades, and 17 weapon coatings. You won’t brew all of them. The sections below identify which ones pay off.
Quick Start — 5 steps before your first major Act 1 fight:
- Press H and hit Extract All Ingredients — converts everything without manual sorting.
- Clear the Apothecary’s Cellar in Blighted Village (hatch at X:32, Y:379) — free herbs in barrels and shelves.
- Buy out the Blighted Village apothecary trader’s entire stock — their inventory refreshes each long rest.
- Grab Smokepowder Barrels from the Zhentarim Hideout before the Goblin Camp approach.
- Brew one Elixir of Barkskin for your caster if you have Wood Bark — sets their AC to 16 for the whole rest period.

BG3 Alchemy Ingredients by Act — Where to Stock Up
Ingredient density drops between acts. Buying aggressively in Act 1 is more efficient than farming in Act 2.
Act 1 — Blighted Village and Emerald Grove
The Apothecary’s Cellar under Blighted Village is the richest early deposit. The hatch is near the village entrance at coordinates X:32, Y:379. You’ll find shelves and barrels loaded with the basics: Rogue’s Morsel (Salt, for Healing Potions), various Essences, and scattered Suspensions. Also check the Emerald Grove merchant and Zorru in the Underdark approach.
Priority early ingredients:
- Rogue’s Morsel → Salt of Rogue’s Morsel → Potion of Healing. Stack 9 for 3 brews.
- Worg Fang → Ashes of Worg Fang → Elixir of Bloodlust. Worgs drop these in wilderness areas west of Blighted Village.
- Hyena Ear → Ashes of Hyena Ear → Potion of Speed. Hyenas attack frequently near the Risen Road.
Act 1 — The Underdark
The Underdark holds several ingredients unavailable anywhere else in Act 1. If you’re heading through (which is worth doing — see our BG3 Underdark Guide for the optimal route), collect everything that glows:
- Chasm Creeper (purple glow, along Underdark paths) → Salts of Chasm Creeper → Elixir of the Colossus. This is your best melee elixir.
- Shadowroot Sac (dark mushrooms) → Vitriol → Elixir of Viciousness. Reduces crit threshold by 1, stacking with Champion Fighter’s extended range.
- Gauth Eyestalk (dropped by Gauth enemies near the Arcane Tower) → Suspension → Elixir of Battlemage’s Power. Grants Arcane Acuity for 3 turns and its effect persists 3 turns after you swap to a different elixir.
Act 2 — The Waning Moon
The trader at The Waning Moon in Last Light Inn carries a wider ingredient variety than Act 1 vendors. This is the best place to top up Vitriols and Sublimates, which are rare in the wild but essential for high-tier elixirs. Use long rests to cycle their stock.
Act 3 — Bonecloak’s Apothecary
Bonecloak’s has a greenhouse behind the counter (freely accessible) and an underground lab accessed via a lever. The lab contains the ingredient you’ve been farming toward all game: Divine Bone Shard → Vitriol of Divine Miasma → Elixir of Universal Resistance. Check every crate in the lab.
The 5 Best Elixirs to Brew — And One Honour Mode Warning
One elixir effect is active at a time. Drinking a new one overwrites the old one, except for elixirs with persistent bonuses that survive swapping (Battlemage’s Power keeps its Arcane Acuity for 3 turns after you switch). Plan your elixir order before each long rest.
| Priority | Elixir | Key Ingredient | Effect | Best For |
|---|---|---|---|---|
| 1 | Elixir of the Colossus | Salts of Chasm Creeper + any Suspension | +1d4 melee damage, advantage on STR checks/saves, until long rest | All melee builds, Barbarians, Fighters |
| 2 | Elixir of Barkskin | Wood Bark extract + any Essence | Sets AC to 16, until long rest | Unarmoured casters, Monks without high DEX |
| 3 | Elixir of Viciousness | Shadowroot Sac (Vitriol) + any Salt | Crit threshold reduced by 1 | Champion Fighters, Rogues, crit-stacking builds |
| 4 | Potion of Speed | Ashes of Hyena Ear + any Salt | Hastened: +2 AC, extra action, +9m movement for 3 turns (then Lethargic 1 turn) | Any frontliner entering a boss fight |
| 5 | Elixir of Universal Resistance | Vitriol of Divine Miasma (Divine Bone Shard) + any Sublimate | Resistance to ALL damage types for 10 rounds — doesn’t overwrite other elixirs | Surviving a specific catastrophic encounter |
Potion of Speed timing note: the Lethargic turn hits after the 3-turn Hastened window. Pop it at the start of combat, use the 3 turns aggressively, and by the time you go Lethargic the fight is usually settled or you can afford to hold a turn. Don’t drink it at the end of a nearly-finished fight — the Lethargic penalty is real.
Honour Mode warning — Elixir of Bloodlust: The Bloodlust elixir (Ashes of Worg Fang + any Salt) looks exceptional: kill an enemy, gain 5 temporary HP and an extra action. In standard modes, a Fighter uses that extra action to proc their full Extra Attack chain again. In Honour Mode, the extra action granted by Bloodlust doesn’t benefit from Extra Attack — martial classes get a single additional attack, not their full complement. It’s still useful for casters (a free extra Fireball is no joke), but don’t build your Honour Mode strategy around it for your Fighters and Rangers.
Player-type guide to elixir priorities:
| If you are… | Prioritise this elixir | Skip or deprioritise |
|---|---|---|
| New player (any difficulty) | Elixir of Barkskin for casters, Healing Potions in abundance | Elixir of Battlemage’s Power (too situational) |
| Casual — minimal inventory management | Potion of Speed before each boss, Barkskin on long rest | Coatings (too many clicks per fight) |
| Honour Mode runner | Colossus (melee DPS spike) + Viciousness (crit stacking) + Universal Resistance (one emergency elixir held in reserve) | Bloodlust on Fighter/Ranger (Extra Attack nerf) |
| Completionist | Brew all 24 elixirs at least once; stockpile everything | Nothing — the collection is the goal |
Craftable Grenades Worth Making
Most BG3 players ignore grenade crafting. Two are worth making in bulk; the rest are situational.
Flashblinder — 6m radius, applies Blinded for 10 turns (DC 16 Constitution save), and automatically disables mechanical enemies with no save. Every Steel Watcher in Act 3 can be dropped to Malfunctioning status with a single Flashblinder. This turns Act 3’s hardest patrol encounters from attrition fights into straightforward cleanups. Brew several before entering Baldur’s Gate City.
Haste Spore Grenade — throws a cloud that grants the Haste condition (1 turn) to every ally in a 2m radius. Throw into your party cluster at the start of combat. This is a free, no-concentration Haste in grenade form — the catch is the 1-turn duration, so it only gives one round of extra actions. In Honour Mode, one round of Hastened action economy on your whole party can flip a difficult fight.
Noxious Spore Grenade — 2d4+1 poison damage on the hit target plus a 3-turn Noxious Fumes field. Useful for chip damage on clustered enemies and pairs well with poison-immune party compositions where you don’t care about the field affecting allies.
Alchemist’s Fire — creates a 3m fire surface lasting 3 turns. Low direct damage, but it’s a crafted, throwable fire source — meaning you can use it to detonate Smokepowder Barrels from a safe distance without needing a fire spell slot.
Grenade decision tree:
- Steel Watchers or Constructs in range? → Flashblinder
- Party clustered, boss fight starting? → Haste Spore into the group
- Need to detonate a barrel but no fire cantrip? → Alchemist’s Fire at the barrel
- Narrow corridor with multiple enemies? → Noxious Spore then Web Grenade to lock them in the field

Barrelmancy — The Barrel Combos That Clear Honour Mode Encounters
Barrelmancy means pre-positioning explosive barrels around the enemy group before combat starts, then detonating them the moment dialogue ends. The explosion doesn’t roll for attack. It doesn’t check your spell save DC. It deals force damage and the enemies make a flat DC 12 Dexterity save — which most standard enemies fail at least half the time. In Honour Mode, where boss legendary actions can punish every wasted spell slot, starting an encounter with 150+ pre-combat damage changes the math entirely.
Three barrel tiers exist, and they’re not interchangeable:
Tier 1 — Runepowder Barrel (encounter-defining)
The Runepowder Barrel is the most powerful explosive in BG3: 10d8+40 force damage (50–120, average 85) in an 18-metre radius, with DC 12 Dexterity save to halve. Even on a successful save, enemies take ~42 damage. The 18m blast radius covers most encounter arenas entirely.
Three exist per playthrough in total: one with Philomeen in the Grymforge Underdark, and two in Angleiron’s Cellar. Philomeen doesn’t willingly give up her barrel — but you can steal it while she’s distracted. Send one party member to initiate dialogue with her, then use your stealthiest companion (or a character under Invisibility) to slip behind her and take the barrel. The game registers the dialogue as active and doesn’t interrupt it when you steal. Once the barrel is in your inventory, complete the conversation normally.
Critical detonation note: Runepowder Barrels do NOT detonate from fire. They require exactly 1–4 points of bludgeoning damage — specifically, a thrown object or a ranged bludgeoning attack connecting with the barrel. A Smokepowder Shot works. A crossbow bolt does not (piercing damage). Do not set up a Runepowder Barrel and then try to fire a Fire Bolt at it.
Once placed, position your entire party at least 20m away before triggering detonation. The 18m radius will catch anyone closer.
Best Runepowder uses:
- Raphael’s House of Hope (Act 3): Place one in the centre of the main chamber before approaching Raphael. When combat triggers, detonate first thing. The explosion kills all Cambion adds and strips Raphael of roughly 85 average damage (42 on a successful save). Eliminating the Cambions removes their damage output entirely and significantly reduces action economy pressure for the rest of the fight. Community guides flag this as one of the most reliable Act 3 encounter openers for Honour Mode runs.
- Netherbrain Phase 1 (Act 3): Placing barrels on the platform before triggering the final sequence skips a large portion of the encounter’s early HP. The boss doesn’t start immune to positioning until later phases.
Save all three Runepowder Barrels for Act 3. Don’t use them on Goblin Camp fights where Smokepowder chains work fine.
Tier 2 — Smokepowder Barrel Chain (the repeatable setup)
Smokepowder Barrels deal 4d4+18 force damage (22–34) plus 2d6 fire and 2d6 force on the ignition hit, within a 6-metre radius. They detonate from fire — Fire Bolt, a fire surface, an Alchemist’s Fire grenade, or any fire damage source works. Chain three of them and the fire from the first explosion ignites the second, which ignites the third.
In practice: 3 Smokepowder Barrels placed in a tight cluster deal roughly 28–34 force damage each on a failed save to every enemy in range. Against a group of 6 enemies clustered around a boss, three chain detonations can pull 80–100 damage from enemies who haven’t taken a single turn yet.
Where to find Smokepowder Barrels: Zhentarim Hideout (Act 1, several behind the merchants), Felogyr’s Fireworks in Baldur’s Gate City (Act 3), and near the Steel Watch Foundry.
Barrel positioning method:
- Identify the dialogue trigger point for the encounter — the spot where talking to an NPC activates combat.
- Place a stealth-capable or Invisible character near the enemy group (before initiating any dialogue).
- Stack 3–5 Smokepowder Barrels in the enemy cluster. Stack them as close together as possible — within 2m of each other — to guarantee chain detonation.
- Move that character well away from the barrels, then use your main character to trigger the dialogue.
- On your first combat turn, throw an Alchemist’s Fire grenade or cast Fire Bolt at the barrel cluster.
Tier 3 — Oil + Fire Surface Combo
Oil Barrels create a flammable surface. Firewine Barrels create a larger flammable surface. Neither deals significant direct damage — but they amplify fire spread, which chains Smokepowder detonations across a wider area. This matters in large encounters where enemy clusters span more than 6m.
Drop an Oil Barrel first to coat the ground, then place Smokepowder Barrels in the oil. Fire hitting the oil ignites it, which then ignites all barrels within the oil pool — even ones that wouldn’t be in the 6m splash radius from the initial fire. Useful in the Goblin Camp throne room (wide space, enemies spread out) and Grymforge (narrow corridors with Duergar in a line).
Encounter-Specific Barrel Setup Table
| Encounter | Act | Barrel Setup | Expected Result |
|---|---|---|---|
| Dror Ragzlin Throne Room | 1 | 3–5 Smokepowder, clustered near throne; Oil Barrel first | Clears most non-boss HP before combat turn 1 [12] |
| Grymforge Duergar | 1 | 2 Smokepowder in corridor; Alchemist’s Fire to detonate | ~50–70 damage across tight group |
| Balthazar’s Mausoleum | 2 | 2–3 Smokepowder in undead cluster, fire from distance | Eliminates or heavily damages undead before Balthazar engages |
| Raphael’s House of Hope | 3 | 1 Runepowder (centre) + 3 Smokepowder (Cambion clusters); Runepowder via bludgeoning, Smokepowder via Fire Bolt | All Cambions die; Raphael takes ~85 avg force damage; eliminates his legendary-action triggers [11] |
| Netherbrain Phase 1 | 3 | 2–3 Smokepowder on platform before sequence triggers | Skips significant early-phase HP; reduces time in high-lethality zone [11] |
One tactical warning that applies to every barrel setup: the explosions don’t distinguish between ally and enemy. Place barrels, then move every party member out of the blast radius before detonation. In Honour Mode, killing a companion with your own barrel ends runs.
Weapon Coatings — Three Worth Crafting
Seventeen coatings exist. Most aren’t worth the ingredient cost. These three are:
Wizardsbane Oil — applies a debuff that forces enemies to make concentration checks with disadvantage. In Honour Mode, boss spellcasters use concentration spells actively. Wizardsbane Oil on your primary damage dealer forces those spellcasters to drop concentration the moment you deal any damage — no separate Concentration check from Counterspell needed. Apply before engaging Mystra cultists, the Steel Watchers’ commander, or any Act 3 boss with known concentration spells.
Purple Worm Toxin — one of the highest-damage poison coatings: 6d6 poison damage per hit plus a Strength reduction effect. Against non-poison-immune targets (specifically: many humanoid elites in Acts 2 and 3), this is a meaningful per-hit damage bonus. Don’t bother vs. undead (immune to poison), constructs, or the Githyanki (high Constitution).
Drow Poison — DC 13 Constitution save or the target falls unconscious (Sleep). At higher levels this save is trivial for most bosses, but it remains reliably effective on standard enemy elites and guards. Ambush encounters where you need to silence one enemy quietly before combat? Drow Poison on a thrown dagger or bow shot works without triggering the full encounter.
Alchemy in Honour Mode — 3 Pre-Combat Setups That Pay Off
For full Honour Mode strategy, see our BG3 Honour Mode Tips guide. Here’s where alchemy fits into that system:
Setup 1 — The Barrel Preempt
Before any fixed-encounter boss (Raphael, Ketheric Phase 2, the Netherbrain), position barrels using stealth before initiating the trigger dialogue. This setup costs nothing in action economy — you’re not burning spell slots or abilities, just placing items. It’s reliable because it scales predictably: each additional Smokepowder barrel adds another ~28 force damage to the opening salvo.
Setup 2 — The Elixir Stack
Before a long-rest, assign your frontliner the Elixir of the Colossus (brewing from Chasm Creeper collected in the Underdark). On the same character, apply Drow Poison or Purple Worm Toxin to their weapon. Opening turn: drink a Potion of Speed (Hastened condition: extra action for 3 turns). With Colossus active, Hastened, and a Viciousness crit reduction in the chain — your first round of attacks hits for +1d4 per swing, can crit on 18+, and generates two actions’ worth of attacks. Against non-immune enemies, this is likely the highest first-round burst damage output accessible without multiclassing into specific combinations.
Setup 3 — Resource Conservation
Brew Potions of Healing in Act 1 (Rogue’s Morsel × 9 → 3 potions) rather than buying them at full price. This saves 150+ gold per long rest cycle, which compounds into extra trader purchases — including more alchemy ingredients. Reserve your Elixir of Universal Resistance (10-round all-damage resistance) for one specific encounter per playthrough: the Netherbrain platform fight, where multi-type elemental damage is unavoidable and the resistance genuinely reduces the expected damage intake by roughly half across the encounter duration.
FAQ
Can I use the alchemy table during combat?
No. The alchemy interface (H key) is only available out of combat. Brew your potions before the fight, not during.
Do multiple Smokepowder Barrels multiply damage on the same enemy?
They don’t multiply — each barrel deals its own separate damage roll to enemies caught in its individual 6m radius. Chain detonation means multiple blasts hit in sequence rather than one combined blast. Based on community testing, an enemy standing in the overlap zone of three barrels takes three separate damage applications — one per barrel — not a single combined figure. The practical result is similar cumulative damage, but each blast is a distinct effect.
Is the Elixir of Bloodlust worth using in Honour Mode?
For casters, yes — the extra action enables a free additional spell. For martial classes, it’s weaker than it looks: the extra action from killing doesn’t trigger Extra Attack in Honour Mode, so a Fighter gets one additional attack, not their full attack sequence. Deprioritise it for Warriors, Rangers, and Fighters in favour of Colossus or Viciousness.
How many barrels does it take to kill Raphael?
Raphael has a very large HP pool (exact values vary by difficulty and aren’t publicly documented for Honour Mode). One Runepowder Barrel deals an average of 85 force damage (42 on a successful save); three Smokepowder Barrels add roughly 84 additional force damage on failed saves. That opening setup deals around 150–170 total pre-combat damage — significant, but not enough to kill Raphael outright. The real value is clearing all four Cambion adds at once, which removes their ongoing damage contribution and gives your party 4 fewer enemies to manage while Raphael himself is still active.
Which alchemy ingredients should I never sell?
Keep every Chasm Creeper (Colossus), Shadowroot Sac (Viciousness), Gauth Eyestalk (Battlemage’s Power), and Divine Bone Shard (Universal Resistance). These are rare and their elixirs are stronger than anything you can buy. Sell duplicates of common Salts once your healing potion stack is comfortable.
Sources
- Alchemy — bg3.wiki
- Smokepowder Barrel — bg3.wiki
- Runepowder Barrel — bg3.wiki
- Elixir of Bloodlust — bg3.wiki
- Elixir of Universal Resistance — bg3.wiki
- Elixir of the Colossus — bg3.wiki
- Potion of Speed — bg3.wiki
- Grenade — bg3.wiki
- One Sneaky BG3 Strategy Will Help Take Down the Toughest Enemies — Screen Rant
- The Most Powerful Build in BG3 Doesn’t Even Use a Real Class — Screen Rant
- Alchemy Guide: All Alchemy Recipes — Game8
- BG3 Runepowder Barrel: How to Get the Most Powerful Explosive — Dexerto
I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.
