I mostly want to avoid dependencies. Alchemy shouldnt have to rely on Chemistry. Alchemy makes artificial gems, transmutes metals and creates gold from lead. Chemistry will use rare stones (rocksalt, saltpeter, brimstone, cinnabar) to make blackpowder, acids, arsenic and mercury...
But I'm not entirely sure what to do with those materials yet. Blackpowder I wanted to use for landmines/turrets, but otherwise ... Oil of Vitriol to destroy items? Some new source of soaps? Fire starting? Poisons?
For alchemy I'd have lots of ideas, mostly potion based, but I'm drawing a blank on chemistry.
Many of the on-timeline uses of chemistry are abstracted already in the base game.
Soaps
Metallurgy (e.g. removing rust, leeching certain kinds of metals out of slag or deposits, alloywork)
Glassmaking, especially clear or stained glass
Paints, glazes, solvents, cosmetics
anachronistic ideasBatteries and derivative uses like electroplating
Gun and blasting powder
Synthetic fertilizers, polymers, plastics, fuels, etc. made from a common feedstock reagent
Toughened ceramics
This is not a bad quick reference example
https://www.mtholyoke.edu/courses/smoss/TEI_projects/chem250_sp06/MamtaDass/chart.htmlOrc fortress has several bits and pieces inspired by chemistry in antiquity, like the tin-lead glazes, stained glass, and using acids as solvents. Obviously very simplified, and anyway in many cases we don't know exactly how the ancients did things. Like the Baghdad Flasks that may or may not have been crude batteries used for some unknown purpose. Plus, if you introduce chemistry at more than a very cursory level then it's hard to leave alone vanilla smelting and glassmaking.