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Alchemy Factory beginner guide: Levels I to V in 1.1

You level up by finishing main quests. The game lists nine, from 20 Large Wooden Gears for Level II to 1 Sol for Level X. This guide covers Levels I to V: what each quest needs, what to build for it, and where 1.0 moved things.

Updated for v1.1.5023Published

On this page
  1. How leveling up works
  2. Levels I–II: wood and flax
  3. Level III: Healing Potions
  4. Level IV: portals and Vitality Potions
  5. Where did it go? The Workbench
  6. Money basics
  7. Build up, not out
  8. Upgrades: keep belts and machines in step
  9. What changed in 1.0
  10. FAQ
  11. Related guides
  12. Tools for this

How leveling up works

Your Alchemy Level rises one step with each main quest you complete. Each asks for one batch of one item and pays coins, sometimes items too. Up to Level IX, each new level adds materials to buy (the level-up panel calls them New Materials) and opens the next tier of the research tree:

Main quests: the level each one reaches, what it asks for, its reward and the materials the new level adds
ReachesDeliverRewardNew materials
Level IIReward 400 copper + 200 Flax20 Large Wooden Gears400 copper + 200 FlaxFlax Seeds and Limestone
Level IIIReward 4 silver 500 copper + Iron Ore50 Linen Rope4 silver 500 copper + Iron OreIron Ore and Sage Seeds
Level IVReward 18 silver100 Healing Potions18 silverRedcurrant Seeds, Portal Sigil and Automatic Cashier
Level VReward 60 silver100 Vitality Potions60 silverRotten Log, Coal Ore and Grand Portal Sigil
Level VIReward 1 gold 20 silver100 Transformation Potions1 gold 20 silverChamomile Seeds, Pyrite Ore and Rock Salt
Level VIIReward 2 gold100 Growth Potions2 goldLavender Seeds and Quartz Ore
Level VIIIReward 6 gold100 Blast Potions6 goldGentian Seeds and World Tree Seed
Level IXReward 80 gold100 Panacea Potions80 goldMeteorite
Level XReward 1,000 gold1 Sol1,000 gold—

Quantities are as the game lists them. Iron Ore is counted in portions in-game, so the reward amount is left out until it's confirmed.

Two side chains start early. Once you reach Level II, six Carpenter Requests begin with 200 Planks; they pay coins and unlock buildings such as the Wooden Box, Trash Barrel and Beam. At Level IV, a Sample Request for 50 Bandages pays 12 silver and unlocks the Dispatch Portal with the Bandage purchase contract.

In short

Only the main quest raises your level, so build toward the next one. Side requests pay coins and unlock buildings along the way.

Levels I–II: wood and flax

You start at Level I with Logs and Gelatinous Gridlock to buy; Logs cost 200 copper. A Table Saw cuts Logs into 30 Planks a minute, and a Grinder turns 1 Plank into one Large Wooden Gear every 6 seconds (10 a minute). The first quest's 20 Large Wooden Gears take 20 Planks.

The reward includes 200 Flax. That is two thirds of the 300 Flax needed for the next quest's 50 Linen Rope:

Grow the rest on a Seed Plot: Flax Seeds unlock at Level II for 280 copper, and one seed gives 200 Flax after 400 seconds. Seed Plots are harvested by hand, and machine speed upgrades don't change their growth time. The in-game manual notes that sleeping doesn't pause their growth.

Shop Recognitions start here. Sundries Recognition (Level II): sell 6 Mortar, then pay 400 copper. It adds 8 Shop Reputation and 10% Sundries Profit. You apply for Recognitions with an NPC; the 1.0.4950 hotfix made that NPC easier to spot.

In short

Put a Grinder on Planks for the gears, then send the reward Flax straight into the rope chain while a Seed Plot grows the rest.

Level III: Healing Potions

Level III adds Iron Ore and Sage Seeds to the shop. The quest for Level IV wants 100 Healing Potions.

An Assembler makes one Healing Potion from 6 Sage Powder and 6 Flax Fiber every 6 seconds: 10 a minute. It uses 60 of each input a minute, exactly one full belt at the starting belt speed of 60 a minute, so give each input its own belt.

The 100 potions take 600 Sage and 600 Flax in all. A Seed Plot gives 180 Sage per seed every 540 seconds. The planner sizes the whole line for one Assembler.

To sell potions you need a Potion Shelf: the in-game manual says potions only sell from their own shelves, and since 1.0 the shelf comes from the Workbench after researching Healing Potion.

Apothecary Recognition (Level III): sell 100 Healing Potions, then pay 2 silver 400 copper. It adds 8 Shop Reputation and 10% Potion Profit.

In short

Give each input of an Assembler its own belt, and get a Potion Shelf from the Workbench before you try to sell potions.

Level IV: portals and Vitality Potions

At Level IV buying, checkout and farming can be automated. It adds Redcurrant Seeds, Portal Sigil and Automatic Cashier, and the quest for Level V wants 100 Vitality Potions.

Automatic Cashier

The in-game manual says you buy the Automatic Cashier in the shop and build it on the Checkout Table, where it rings up customers for you. Players report it costs 3 silver there, the value the game lists for it (Steam thread (opens in a new tab)). It stops working when its coin store is full: take the coins out by hand or connect a conveyor belt.

Purchasing and Bank Portals

The Purchasing Portal unlocks at the Workbench at Level IV and is built from 1 Portal Sigil and 5 Planks; a Portal Sigil costs 1 silver 500 copper. Feed it coins and it buys raw materials from the shop. The manual says it takes any coin type and changes them as it buys. Unlocking it opens the Bank Portal, which converts between two coin types and lets you set how many coins it puts out at a time.

Vitality Potions

A Blender makes one Vitality Potion from 4 Quicklime Powder and 80 Fruit Wine every 8 seconds (7.5 a minute). Fruit Wine is a liquid that travels by pipe: an Extractor turns 1 Redcurrant into 10. The 100 potions take 800 Redcurrant and 400 Quicklime Powder. Quicklime is baked in a Crucible, which draws heat and has to sit on a furnace (heat and fuel guide). The planner lays out the chain for one Blender.

Nurseries, contracts and Recognitions

The Nursery and Basic Fertilizer research (both Level IV) end hand harvesting: the in-game manual says a Nursery grows plants from fertilizer without using up its seed. The fertilizer and nurseries guide covers how many a line feeds. The Sample Request above opens the Dispatch Portal at this level too.

Tavern Recognition (Level IV): sell 20 Whispering Fields, then pay 4 silver 800 copper. It adds 8 Shop Reputation and 10% Beverage Profit.

Reaching Level V adds Rotten Log, Coal Ore and Grand Portal Sigil to the shop, and four more Recognition tracks open: Licensed Alchemist, Jeweller Recognition, Licensed Supplier and Relic Recognition. Its quest asks for 100 Transformation Potions, made from Coke Powder and Gloom Spores. The heat and fuel guide covers Coke and furnaces.

Where did it go? The Workbench

In 1.0 shelves, portals and most other buildings that don't make anything left the research tree. The 1.0 patch notes say: “Removed all non-production devices from the Tech Tree. These devices must now be unlocked at the Workbench.” The Workbench itself unlocks with the Table Saw research (Level I), and 80 other buildings are unlocked there. These are the ones you are most likely looking for:

Workbench buildings, what each needs first and its level
BuildingUnlocks afterLevel
Checkout TableAfter researching Table SawResearching Table SawLevel I
Medium ShelfAfter researching Table SawResearching Table SawLevel I
CatapultAfter researching Linen RopeResearching Linen RopeLevel II
Hopper ConveyorAfter researching Iron NailsResearching Iron NailsLevel III
Potion ShelfAfter researching Healing PotionResearching Healing PotionLevel III
Purchasing PortalAfter reaching Level IVReaching Level IVLevel IV
Bank PortalAfter unlocking the Purchasing PortalUnlocking the Purchasing PortalLevel IV
Grand PortalAfter reaching Level VReaching Level VLevel V
Jewelry ShelfAfter researching TurquoiseResearching TurquoiseLevel V
Relic ShelfAfter researching JupiterResearching JupiterLevel V
Knowledge AltarAfter researching JupiterResearching JupiterLevel V
Enhanced GrinderAfter researching Steel GearResearching Steel GearLevel V
CannonAfter researching Steel GearResearching Steel GearLevel V
Stackable CrucibleAfter researching Bronze RivetResearching Bronze RivetLevel VI
Thermal ExtractorAfter researching AlembicResearching AlembicLevel VII

Saves from before 1.0 could miss some Workbench unlocks: the 1.0.4950 hotfix fixed old saves where the Workbench, Checkout Table or Trash Barrel couldn't be unlocked. All of them are in the Workbench list.

In short

Can't find a shelf, portal or hopper in the research tree? Look at the Workbench.

Money basics

Players who ran out of money early describe the same trap: a Purchasing Portal keeps buying as long as it has coins, and a long belt of bought materials between the portal and the machine is money standing still (Steam thread (opens in a new tab)). Their fix is to move coins instead of materials: put a portal next to the machine it feeds and buy only what that machine uses. Some also keep a reserve of coins in a box (Steam thread (opens in a new tab)). Both threads are from before 1.0, and no patch note since has changed how the portal buys.

Raw materials get more expensive as you level: Coal Ore costs 24 times as much as Logs. What Levels I to V add, at the game's shop prices:

Materials added at Levels I to V and their shop prices
MaterialFromPrice
LogsLevel ILevel I200 copper
Gelatinous GridlockLevel ILevel I100 copper
Flax SeedsLevel IILevel II280 copper
LimestoneLevel IILevel II600 copper
Iron OreLevel IIILevel III1 silver 200 copper
Sage SeedsLevel IIILevel III360 copper
Redcurrant SeedsLevel IVLevel IV1 silver 300 copper
Portal SigilLevel IVLevel IV1 silver 500 copper
Rotten LogLevel VLevel V2 silver
Coal OreLevel VLevel V4 silver 800 copper
Grand Portal SigilLevel VLevel V16 silver

Selling is the other half. The in-game manual says some goods only sell once you hold the matching license or Recognition, and customers ignore unauthorized goods even on a shelf. Check that you can sell a product before you build its line. The money guide covers Recognition and customers; the profit table ranks what earns most per machine.

In short

Buy raw materials where they are used, keep a coin reserve, and make sure you can sell a product before you build its line.

Build up, not out

The in-game manual says floors and walls unlock with the Building Tool upgrade at the Workbench. They need support: building parts hold each other up well vertically but much less sideways, and a part that shows yellow while you place it is close to its limit.

Players who have rebuilt their factory give the same advice: plan upward early, and leave room for pillars and supports before you fill the ground floor with machines (Steam thread (opens in a new tab), another Steam thread (opens in a new tab)). Both also say to expect some rebuilding. The Conveyor Lifter (Level III research) moves items between floors.

Upgrades: keep belts and machines in step

Belts start at 60 items a minute. The separate upgrade tree raises a few global stats one level at a time:

  • Logistics Efficiency adds 15 items a minute to every belt per level for 12 levels (25% of the base), which brings belts to 240 a minute. A repeatable level after that adds 3 a minute each time.
  • Factory Efficiency adds 25% Device Production Speed and 25% Heat Consuming Speed per level for 12 levels, then 5% of each per repeatable level: machines work faster and burn fuel faster.
  • Fuel Efficiency adds 10% Fuel Heat Value per level for 12 levels, then 10% per repeatable level.
  • Fertilizer Efficiency adds 10% Fertilizer Nutrient Value per level for 12 levels, then 10% per repeatable level.

Level for level, Logistics Efficiency and Factory Efficiency add the same share of speed, so raising them together keeps every machine-to-belt ratio as it was: an Assembler making Healing Potions still fills one full belt of each input. Seed Plots don't speed up with any of them. Which upgrade to raise first depends on what holds your factory back: belts, machines or fuel. The heat and fuel guide covers the fuel side.

What changed in 1.0

Many guides and forum answers were written before 1.0 (September 2026). If you read one, check these points against the 1.0 patch notes:

  • Workbench. Shelves, portals, hoppers and most other non-production buildings moved out of the research tree (above).
  • Reputation. “Customer feedback when making purchases no longer affects Reputation.” It now comes from Shop Recognitions: every level of the Sundries, Apothecary, Tavern, Jeweller and Relic Recognitions adds 8 Shop Reputation.
  • Furnaces. “Removed the base heat cost of all heating devices.” A furnace burns fuel only for the machines on it.
  • Knowledge Altar. It breaks down any item for experience now, and relics give extra.
  • Clockwork Bird. It no longer sells and is gone from quest requirements.

In short

Advice that mentions reputation from happy customers, furnace upkeep or shelves in the research tree is from before 1.0.

FAQ

How do you level up in Alchemy Factory?

Complete the main quest for your level. The game lists these deliveries: 20 Large Wooden Gears for Level II, 50 Linen Rope for Level III, 100 Healing Potions for Level IV, 100 Vitality Potions for Level V, 100 Transformation Potions for Level VI, 100 Growth Potions for Level VII, 100 Blast Potions for Level VIII, 100 Panacea Potions for Level IX and 1 Sol for Level X. Up to Level IX, each new level also adds materials to buy.

Where is the Workbench, and why can't I unlock potion shelves?

The Workbench unlocks with the Table Saw research. Since 1.0 it unlocks shelves, portals and most other buildings that don't produce anything, including the Potion Shelf (after researching Healing Potion), Hopper Conveyor (after researching Iron Nails) and Purchasing Portal (at Level IV). They are not in the research tree any more.

When do I get the Automatic Cashier?

At Level IV. The in-game manual says you buy it in the shop and build it on the Checkout Table. Players report it costs 3 silver there, the value the game lists for it. It stops when its coin store is full, so empty it by hand or connect a conveyor belt.

How do I buy logs and ore automatically?

Build a Purchasing Portal: it unlocks at the Workbench at Level IV and is built from 1 Portal Sigil and 5 Planks. A Portal Sigil costs 1 silver 500 copper. Feed it coins and it buys raw materials from the shop. Players advise placing it right next to the machine it supplies.

How fast are conveyor belts?

60 items a minute at the start. Logistics Efficiency adds 15 a minute per level for 12 levels, which brings belts to 240 a minute. A repeatable level after that adds 3 a minute each time.

Why is farming so slow early on?

Seed Plots are harvested by hand, and machine speed upgrades don't shorten their growth time. The Nursery (Level IV) grows plants automatically from fertilizer.

Tools for this

Spotted a mistake? Numbers on this page match v1.1.5023 of the game. If your game shows something different, tell us.

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