Laughless Saint Spell Crafting and Alchemy Guide
Spell crafting and alchemy are present in Early Access, but exact recipes and formulas need current in-game proof. See what is verified and still pending.
Spell crafting and alchemy are both officially listed as working systems in the current Early Access build. This first guide does not publish exact recipes, effect costs, or rankings because those details have not yet been verified from the live game.
Verified system status
| System | Current official status | Future direction |
|---|---|---|
| Spell crafting | Present and described as fully featured | Planned to be expanded and fleshed out |
| Alchemy | Present and described as fully featured | Planned to be expanded and fleshed out |
| Fishing | Present | Planned to be expanded and fleshed out |
The future-direction wording comes from the developer’s Early Access answers. It means mechanics may change; it does not identify a specific patch or date.
Why there is no recipe table yet
A useful recipe page needs current-build evidence for each input, output, requirement, cost, duration, and version. Search snippets, old playtest videos, and comparisons to Morrowind cannot safely supply those numbers.
The supplied videos reinforce that caution. The historical early playtest shows a spell-crafting interface with selectable effects, while the later 146γ stream demonstrates repeated potion brewing and asks for recipe-memory and stacking improvements. The later video also discusses balance changes and hotfixes. That is strong evidence that the systems are substantial—and weak evidence for any supposedly permanent recipe or “best” setup.
This site will add recipes only when each row can record:
- the current game version;
- the exact ingredients or spell effects;
- where the input is obtained;
- the resulting effect and any condition;
- an in-game capture or current official note.
How to experiment without losing the evidence
- Save before consuming rare ingredients.
- Change one variable at a time.
- Record the displayed result before crafting.
- Note whether a result changes with skill level, equipment, or another condition.
- Recheck the same test after an update before calling it a stable formula.
A clean alchemy worksheet
Use one row per attempt. If the interface does not expose a field, write “not shown” instead of guessing.
| Field | Example of the format—not a game recipe |
|---|---|
| Build | Early Access version shown in the current menu |
| Inputs | Ingredient A + Ingredient B |
| Tool or station | Exact displayed station or item name |
| Relevant skill | Skill name and visible level, if shown |
| Preview | Result text shown before confirmation |
| Output | Item/effect text shown afterward |
| Conditions | Equipment, perk, status, or location that might matter |
| Repeat | Same result on a second attempt? Yes / No / Not tested |
Do not combine inventory memories from two patches. A screenshot of the input panel and output panel is more useful than a confident paragraph written a week later.
A clean spell-crafting test
- Begin with one learned effect whose current description is visible.
- Record every adjustable field before changing it.
- Change one property and capture the new displayed cost or behavior.
- Save the crafted spell under a name that encodes the test variable.
- Test it on a repeatable target or environment.
- Record failure, resistance, range, duration, and resource use only when visibly confirmed.
- Repeat after a patch before recommending it to other players.
This method is slower than copying a “best spell” from a video. It is also far less likely to publish a formula that was already rebalanced.
Community-observed starting points
These are discovery leads, not guaranteed instructions:
- a launch-day stream finds an alchemy vendor and mortar-and-pestle supplies at 48:06–48:30;
- another playthrough identifies sorcery, channeling, and psionics as separate magic skills at 59:55–1:00:50;
- the early playtest shows spell learning at 39:58–41:23.
Use those timestamps to recognize the systems, then record what the current build actually displays before publishing a formula.
Watch the systems, not just the verdict
Jump to evidence
Community footage Repeated alchemy in an experienced-player stream The footage demonstrates a substantial workflow and quality-of-life friction. Recipes and balance values remain volatile.
Jump to evidence
Community footage Historical spell-crafting interface An older playtest shows selectable spell effects. Use it to recognize the system, never as proof of current costs. Is a spell builder available?
Not yet. A calculator would be misleading until the input rules and formulas are defensible. The current page is a status and verification guide, not a fake planner.
Start with the beginner field guide, use the combat and skills guide to choose a testing direction, and check the official Steam page for the current Early Access description.
Post-patch note (UPDATE 11, Aug 26)
New spell effects: Waterwalking, Feather and Burden — available at the crafter and on some items; spell tomes distributed to vendors on new games. Crafted potion value now scales with alchemy skill, and spellcrafting menu dropdowns are correctly colored. See the Launch Patch Tracker.
Post-patch note (UPDATE 13, Sep 1)
UPDATE 13 fixed older saves with previously crafted potions so they display the correct names. It also made crafted levitation no longer extravagantly expensive. If you are comparing alchemy costs across footage, note that anything recorded before September 1 may show old levitation recipe pricing. See the Launch Patch Tracker.
UPDATE 17 (Sep 17): alchemy and potions grew
- Six new alchemy effects were added: Night Eye, Silence, Slow, Jump, Dispel and Drain Fatigue. Dispel removes all non-alchemy over-time effects, which makes it the counter to hostile durations rather than a damage tool. Existing effects were redistributed across ingredients.
- Nine new summon spells were placed around the world, and some existing summons were rebalanced around them for a smoother early-to-late-game curve.
- Potion quality levels: the new potion system has four quality levels, distributed through chests and vendors. The same potion name is no longer a single fixed strength.
- Restorative potions are now over time instead of instant, which changes healing mid-fight — pair them with the new resting system rather than drinking at low health and expecting an immediate save.
- Alchemy reveal rules changed: the system no longer tells you whether selected ingredients share effects when those effects are unknown, and some restorative effects were shifted so they are not the first thing revealed when you eat an ingredient. Relative distribution stayed the same.
- Merchants clear excess inventory every 3 in-game days — a vendor’s stock is no longer permanent.
- Spells and effects now indicate whether they apply to you or to a target.