The Genesis Project Item Tags and Alchemy Information Guide

The Genesis Project Item Tags and Alchemy Information Guide 1 -
The Genesis Project Item Tags and Alchemy Information Guide 1 -

Want to make clothes that burn you? Weapons you can only use once because they exploded? Make a hammer that spams the chat log every time you bonk an imp? Or maybe you want to avoid all of that. Either way, start here.


First of all, what are item tags?

Some items in the game have modifiers called tags that can change your weapons and armor properties through alchemy. Some useful, some less so. Some tags also have a grist type attached to it, so you may need a specific grist to alchemitize a tagged object. It is a good indicator that whatever your making does indeed have the tag you wanted.

A few tags are not completely implemented, meaning they do not have any effects yet. However, the tags may still be needed to create specific items, so they are not completely useless. These will be marked in the guide as “recipe only.”

This guide will aim to explain what each of these tags do, and what base objects have these tags for your alchemy experimentation. At the end I’ll try to explain alchemy in as plain as terms as possible and as well and how to get the item you’re going for.

Tags and Items

N/A means it does nothing, or there’s no account for what it does in that category. That said if someone wants to test out an N/A, say, explosive clothing, let me know what happens.

TagGrist(s)Weapon ModifierClothing ModifierItem(s)
BouncySmokey QuartzKnockbackJump BoostPogo
RocketN/A+ Attack Speed+ Movement SpeedFirework Rocket, Model Rocket
PiercingAlexandriteAttacks Go Through Enemies (Ranged)N/ARapier, Nails, Needles
ExplosiveUraniumExplode and Destroyed After Hit (Melee), Explosive Projectiles (Ranged)N/ABomb
ScatterTurquoiseMultiple Projectiles (Ranged)N/AShotgun
LightningCobalt, AlexandriteChain DamageDamage Attacker on HitBattery
BurningGarnetBurns EnemiesBurns WearerCandle
ColdOnyxSlows EnemiesN/AIce Cube
PoisonSardPoisons EnemiesN/ARat Poison
ElectronicCobaltSends Chat Message on HitOption to Enter Build Mode AnytimeLaptop, PDA
FragileSacchariteBreak After HitBreaks After Being HitFine China, Egg
MenacingShaleN/AProvoke EnemiesVile Smut
LightAmethyst+ Attack Speed, – DamageN/ANote
MetallicN/ARecipe Use OnlyN/ATrumpet
RadioactiveSaccharite, SardIrradiates EnemiesIrradiates WearerPiece of Uranium
MagicN/ARecipe Use OnlyN/AFake Arms, Magician Hat
CrockercorpN/AN/AAds Appear on ScreenBaking Mix
DersiteN/ARecipe Use OnlyN/ASomberro, Vantablack Shoes, Dersite Mask
SmokyN/AEmits Smoke on GroundWearer Emits SmokeSmoke Pellets
HeavyN/A+ Damage, – Attack SpeedN/ASassacre’s, Stand Fan
VolatileN/AResult of Too Many CombinationsN/AN/A
GrimdarkN/A+ Item Stats+ Item StatsGrimoire
TricksterZilliumRandomly Hits or Ejects WeaponSlide RandomlyWarhammer of Zillyhoo
$hittyArtefactNegative DamageNegative DefenseSBAHJ Poster
NerfN/A– DamageN/AStunt Sword, Nerf Rifle
NauticalN/ARecipe Use OnlyN/ACrab, Deep Sea Helmet
SpikyAlexandrite, SacchariteN/ADamages Attacker on Hit???
GloriousRubyIncreased Recycle ValueN/A???
SeekingCobaltAuto Aims at Nearest Enemy (Ranged)N/A???
NuclearSaccharite, Uranium, SardExplodes and Irradiates Everyone in AOEN/A???
RegenerativeGarnet, UraniumRegenerates Fragile and Explosive Items When They Are Destroyed<–???
ConsumableN/AConsume to Restore Health(*)<–Cake, Cookies, Apple Juice, (Most Food Items)
ColoredN/AChanges to User’s Color if Applicable<–Bandana, Cape, (Most Clothing)

(*) Unless the Consumable tag is combined with a damaging tag, such as Radioactive. You will take damage if you eat it.

Tags and Items 2 (Aspects)

TagGrist(s)Weapon ModifierClothing ModifierItem(s)
TimeyGarnetRecipe Use OnlyN/AApple Juice, Time Dress
BreathyTurquoiseRecipe Use OnlyN/ABreath Dress
DoomySardRecipe Use OnlyN/ADead Bird, Dead Cat, Doom Dress
BloodyAlexandriteRecipe Use OnlyN/ABlood Dress
HeartyRubyRecipe Use OnlyN/AHeart Glasses, Heart Dress
SpaceyUraniumRecipe Use OnlyN/AFrog, Space Dress
MindyCobaltN/ARegenerate Wearer’s VIMTab, Mind Dress
LightySacchariteRecipe Use OnlyN/ALamp, Firefly, Light Dress
VoidyOnyxRecipe Use OnlyN/AVoid Dress
RageyShaleRecipe Use OnlyN/AFaygo, Rage Dress
HopeyAmethystRecipe Use OnlyN/AHope Dress
LifeySmokey QuartzN/ARegenerates Wearer’s HealthCake, Life Dress



While tags may add effects to your items, they are not the only thing to consider when you start combining things. A few unique recipes call for items that may not even have tags, but will result in an item that does or is in general powerful. The most notable of these recipes are straight from the comic itself. Experimenting is part of the fun!

Alchemy – An Explanation

It can be a little hard to understand what is going on right of the bat, and some explanations given are on the basis that you remember every mechanic from the comic. I’ll try my best to explain this process in simpler terms to help those struggling to grasp it (like I was).

The process can be put into two categories, || and &&. For the sake of clarity, I will refer to || as the One Card Method and && as the Two Card Method.

To begin with, it does not matter what item you decide to punch your things onto, or the item you place in the left slot in the Punch Designix. For this reason I would advise to grab some generic objects from your printer, that’s next to your computer, as your punch victim. This will save you from losing potentially useful things such as your main weapon, your clothes, or items that have tags you wish to pass on. Once something is punched it cannot be removed from the card ever again.

One Card Method or ||

This is fairly straightforward, you place your punch item in the left slot, then you place one of the two things you’d like to mix on the right. Once you punch it, remove the right hand item from the machine. Next, you’ll want to place the other item, whatever you’d want to mix with what you had just removed, and repeat the process. You will now have a double punched card. To finish up take your double punched card and Cruxite to the Totem Lathe to see a silhouette of what you made. If you’re happy with what you see, go ahead and alchemitize it. If you would rather have the other object as the base, use the same ingredients in the Two Card Method.

Two Card Method or &&

This follows a similar process to the previous method, but with a twist. You’ll have two punch victims this time. Punch your first item in card one, take them out of the Punch Designix and punch your next item in a separate card. Take those two cards to your Totem Lathe and voila, you made a new thing. Make sure to check the silhouette. Use the other method if you want the other object as the base.

The exception to this alternate base strategy is when the recipe is a pre-existing one, creating a set item, and not procedurally generated one.

A Few Things of Note

One Card Method or || has a better chance of transferring tags onto items. If your initial combination results in a non weapon or clothing kind and you really want the tags, I would recommend making that item anyway, and then combining that new item with your weapon or clothes. So far that has worked for me.

Two Card Method or && may increase the base stats at a higher rate, at the cost of not always getting the tags, but it needs more testing before I can say for sure. The tags that do transfer have to be on both items.

You can make alchemy even more complicated by using a card that you double punched in a Two Card Method. I have no idea what happens, especially if you try to mix in a third object in there, so go ham and start creating chaos.

Written by Kiananah

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