18+ adults-only game · Wiki pages may contain story and gameplay spoilers

Community knowledge, preserved on the official site

Ruxandra's Alchemy Shop

Live wiki revision 2135 · October 5, 2026View or improve the source →
Player wiki noticeThis community-maintained page may contain gameplay, story, and mature-content spoilers.
Ruxandra's Alchemy Shop — Blood Alchemy Guide
Spoiler note: This page explains shop access, currency, purchases, and their effects. It does not reveal the outcomes of Ruxandra's personal scenes or the main story.

Overview

Ruxandra's Blood Alchemy is a shop in the Vampire Laboratory, inside the Vampire Lair. It exchanges Blood Orbs for six permanent key items and two repeatable refinements. Cash, crystals, and Dragon Coins cannot pay for these purchases.
Detail Requirement or cost
Shopkeeper Magistra Ruxandra
Location Vampire Lair → Vampire Laboratory
Action Blood Alchemy
Unlock Effective Vampire 25 or higher
Currency Blood Orbs carried in your inventory
Opening the shop 0 minutes; no cash cost
Unique artifacts Six; 365 Blood Orbs for the complete set
Repeatable refinements Blood Exchange and Crimson Grail
Effective Vampire includes applicable modifiers. The shop does not require a particular Ruxandra relationship stage, a lore-scene completion, or the Vampirism skill. Vampirism strengthens certain artifacts after you obtain it separately.

Finding the Shop

Reach the Vampire Lair, enter the Vampire Laboratory, and select Blood Alchemy from the location actions. Ruxandra is present in the laboratory all day.
There are two routes to the lair:
  • Dungeon entrance: Reach Dungeon Floor 23 and enter its Castle tile. This entrance works independently of Story Beat 61. The lair's Return to Dungeon portal takes you back to the dungeon.
  • Library entrance: After completing Story Beat 61, travel City Library → Library Basement → Dark Corridor → Vampire Lair → Vampire Laboratory. The library shortcut requires that story unlock.
See Dungeon & Dragon Coins for dungeon progression and Ruxandra's walkthrough for her introduction and personal encounters.

Blood Orbs

Blood Orbs serve two purposes, so keep your shop budget separate from the orbs you consume:
  • Use one in inventory: consumes the orb, adds +1 base Vampire up to 999, and restores Health, Energy, Calm, and Satiation to their current maxima.
  • Spend orbs in this shop: consumes the listed price and delivers the artifact or refinement. Consumed inventory orbs are no longer available to spend.

Getting more Blood Orbs

Defeating eligible vampire and blood enemies on Dungeon Floors 21–25 gives a 15% base chance of a Blood Orb drop; guaranteed-drop enemy entries bypass the roll. Applicable drop bonuses can improve the chance. This roll is separate from the normal pickaxe drop. Vampire-themed dungeon encounters can also award or trade Blood Orbs. One goblin encounter offers one Blood Orb for 5 Dragon Coins, or you can try to steal it if you have the Sleight of Hand skill (rogue check, 1-100 roll). Encounters and combat drops are not guaranteed on every visit.

Using the Shop

Blood Alchemy with all eight options visible. Example inventory: 400 Blood Orbs and an owned Elemental Stone; the displayed balance is not an unlock requirement.
  1. Reach effective Vampire 25 and bring enough unconsumed Blood Orbs.
  2. Open Blood Alchemy in the Vampire Laboratory.
  3. Read each card's item name, effect, and Blood Orb price.
  4. Click the artifact picture or the Blood Orb icon beneath it to buy. A click purchases immediately; there is no confirmation screen.
  5. Check the updated orb balance in the upper-right corner. Close the shop with the X at the bottom.
Unique items become greyed out and display OWNED after purchase. Cards you cannot afford also have greyed-out purchase icons. Blood Exchange and Crimson Grail remain repeatable as long as you meet their requirements and can pay.

One-Time Artifacts

Each artifact is a permanent key item. Its effect applies while you own it; it is not a consumable and does not occupy an equipment slot.
Artifact Blood Orbs Effect
Vampire Fangs 55 Physical Attack, Quick Attack, Stormslash, and Power Strike have a 15% chance to bypass enemy defense and add Vampire-based bonus damage. Vampirism raises the chance to 18% and strengthens the bonus damage roll.
Hypnotic Gaze 50 Gives +10 percentage points to normal Sleep success after floor resistance and raises its ordinary cap from 70% to 75% before other modifiers. In boss fights, it raises the base chance from 13% to 20%. Sleep must already be available; this item does not teach the spell.
Nocturnal Cloak 50 Adds +1 effective armor level when calculating damage reduction. It does not upgrade the equipped armor item itself.
Eye of Batman 60 Adds +50 maximum Health, +50 maximum Energy, and +50 maximum Calm. It does not add maximum Satiation.
Draculas Ring 70 Adds +1 to the maximum relationship-point roll when your active alignment axis matches the NPC's. It does not increase the minimum roll, remove opposite-alignment penalties, or apply while you are Unaligned.
Vampire Grimoire 80 Offensive magic has a 15% chance to bypass enemy damage reduction, magic resistance, absorption, and strong-element resistance while retaining weakness bonuses. It also adds Vampire-based bonus damage. Vampirism raises the chance to 18% and strengthens that bonus.
The full set costs 365 Blood Orbs. Already-owned artifacts cannot be bought again. Draculas Ring is the name displayed by the game, without an apostrophe.

Vampire damage and Sleep details

When Fangs or Grimoire triggers, its added damage normally rolls from 1 to your effective Vampire value. With Vampirism, it rolls from 10 to 1.5 times that value, rounded down. These effects are chance-based; neither artifact guarantees every attack will bypass defenses or hit the enemy.
Hypnotic Gaze's bonus does not guarantee Sleep. Other items, skills, enemy resistance, and the enemy's temporary resistance after a previous Sleep can still change the final chance. Some encounters prevent Sleep entirely.

Repeatable Refinements

Refinement Blood Orbs per purchase Additional requirement Effect
Blood Exchange 10 Effective Vampire 25 Permanently adds +1 maximum Energy per purchase. This is an Energy-capacity upgrade, not an Energy refill or a Vampire increase.
Crimson Grail 20 Effective Vampire 25 and own Elemental Stone Adds +1 Elemental Stone level per purchase. The stone remains in your inventory.
Both purchases are repeatable, with no shop-imposed daily limit or level cap. Crimson Grail is hidden until you own an Elemental Stone. Buying it upgrades the stone you already have; it does not give you a new stone.
See Soul Stones for obtaining the Elemental Stone and understanding its level effects.

Choosing Purchases

  • Physical attacks: Vampire Fangs supports your physical offense; Nocturnal Cloak improves physical protection.
  • Offensive magic: Vampire Grimoire supports damage spells. Hypnotic Gaze is useful if you already use Sleep.
  • Resource capacity: Eye of Batman gives three permanent +50 increases for 60 Orbs. Blood Exchange costs 10 Orbs for each +1 Energy, so consider the artifact before spending heavily on repeatable Energy upgrades.
  • Relationships: Draculas Ring benefits gains with NPCs matching your active alignment; choose it for that purpose rather than expecting a combat effect.
  • Elemental Stone growth: Crimson Grail converts surplus Orbs into stone levels after you have considered the unique artifacts you want.

Troubleshooting

Problem What to check
Blood Alchemy action is missing You must be in the Vampire Laboratory with effective Vampire 25 or higher. Relationship points and lore completion do not replace that stat requirement.
Shop cards cannot be clicked Carry enough Blood Orbs for the displayed price. Already-owned unique artifacts cannot be repurchased.
Crimson Grail is missing Own an Elemental Stone as well as meeting the Vampire requirement.
Blood Orbs disappeared before shopping Using an orb from inventory consumes it; shop purchases also deduct their listed prices immediately.
An artifact did not teach a skill This shop sells key items and refinements. Hypnotic Gaze does not teach Sleep, and Fangs/Grimoire do not teach Vampirism.
A lore scene has not triggered Personal encounters use separate requirements. Follow Ruxandra's walkthrough; they are not prerequisites for shopping.
This guide restores and expands shop information from Sh1n7's earlier Ruxandra guide, licensed under CC BY-SA 4.0. Prices, unlocks, and effects were checked against the current game on 4 October 2026.


← Back to Game Systems

Text adapted from the community-maintained Chronoromancer Wiki under CC BY-SA 4.0.