Alchemy

Alchemy is one of the seven magical sciences, knowledge of the basic principles of which allows you to determine the magical properties of ingredients and create potions and poisons from them, combining like with like.

What are ingredients? These are substances of mostly organic nature, decomposed into the simplest components by magical means, they can be collected from plants, the bodies of killed creatures, found in various containers and rooms, bought or stolen (for more information about this, see the table of ingredients).

Usually, each ingredient has four properties (with the exception of a few with one), the ability to determine them depends solely on the experience of the alchemist. A beginner (alchemy less than 25) knows only the first of the four alchemy properties of an ingredient, a student (alchemy 25-49) knows about the first two properties, a specialist (alchemy 50-74) has access to the first three properties, an expert (alchemy 75-99) knows all four alchemical properties of an ingredient, the master (alchemy 100) can create a potion from one ingredient, while the potion will have the property of only the first effect of the selected ingredient.

Making potions

Potion Creation Window

There are two ways to use ingredients in alchemy: herbalism and the preparation of potions and poisons. Eating an ingredient (herbalism) allows you to release its essence (the first effect) and experience its effect on yourself, short and very weak. Challenges like these increase alchemy experience by 0.5 points for each ingredient eaten. Much greater results can be achieved when creating potions - by combining two, three or four ingredients with the same properties, an experienced alchemist obtains very effective elixirs and poisons. For each potion prepared, the experience of alchemy is increased by 5.0 points (regardless of the number of ingredients used). The window for creating potions opens by clicking LMB on any of the alchemy devices available in the inventory.

The resulting potion can have several effects (up to eight), depending on the original ingredients, and it is quite possible that not all of them will have a positive effect. If all effects are harmful, then the created potion is poison.

With an increase in the experience of alchemy and the discovery of new effects of ingredients, it may happen that a potion prepared according to an old proven recipe suddenly turns out to be burdened with a negative effect - which, of course, is sad, but much worse is the situation when, when creating a poison, a previously unseen positive property suddenly appears.

Apparatus

To prepare potions (chop and mix ingredients), you must have mortar and pestle- and this is the only necessary apparatus. The presence of other devices (retort, calciner and alembic) is desirable to improve the quality of the potions. Of them:

  • retort increases the size of positive effects and the duration of their action in potions (does not affect poisons),
  • calciner increases the magnitude and duration of all effects of potions and poisons,
  • distillation cube reduces the magnitude of negative effects and the duration of their action in potions, and in poisons, on the contrary, increases them (provided that there is also a calciner in the inventory at the same time).

There are the following types of devices, the use of which affects the quality of the potion in the form of the obtained numerical values ​​of the magnitudes of the effects, their duration and the cost of the potion (as a percentage of the possible values ​​at a given level of the Alchemy skill):

Details on the influence of all devices in numerical terms can be found in the appendix.

Where can I get the devices? In the GM branches, in forts, ruins and caves, there are always devices of the Novice level, but in several places, as an exception, there are Apprentice devices. Depending on the level of the hero, the devices can be bought from alchemist merchants or found in certain containers (with a 25% or 10% probability of the appearance of devices in them) in necromantic and sorcerous forts, ruins and caves, as well as in the gates of Oblivion. Below is the data from CS, from what level of the hero you can buy or find different devices:

Places where there are containers with a 25% chance of finding devices:

  • Ayleid ruins:
    Sardavar Leed, Ceyatatar, Varondo, Beldaburo, Belda, Vindasel, Wendelbek, Silorn, Elenglynn (Mackainain) ), Garlas Agea, Hame, Nenyond Twyll;
  • forts:
    Entius, Rayles, Black Boot, Arkved's Tower, Teleman, Cuptor, Magia, Doublecross, Istirus , Linchal, Ontus, Variela;
  • caves:
    Lake Arrius Shrine, Fieldhouse Cave, Sage Glen Hollow, Moss Rock Cavern, Echo Cavern, Kindred Cavern, Bramble Point Cave, Dark Fissure, Blood Run Cave.

Alchemy Skill

In addition to the quality of the devices, only the value of the Alchemy skill affects the potions created, and its increase over 100 by any means does not make sense. The intellect that controls Alchemy does not affect the potions in any way, and it does not matter which ingredients to use, the ingredients are important only for calculating the weight of the potion, which is discussed below.

Increase skill with a spell Fortify Alchemy or with the help of things enchanted to increase this skill, does not affect the created potions in any way. There is one exception - the temporary increase in the Alchemy skill by 15 units, which occurs in the alchemy laboratory from the official plug-in Wizard "s Tower, is taken into account when creating potions. Also, an implicit increase in Alchemy through an increase in the Luck attribute (by spells, potions or enchanted items) is effective. ) which can be calculated by the formula given on UESPWiki -

SkillModifiedByLuck = SkillInQuestion + 0.4 * (Luck - 50)

where SkillModifiedByLuck is the value of the skill changed by Luck, SkillInQuestion is the current value of the skill, Luck is the value of the Luck attribute.

The calculation of the magnitude of the effects and their duration in the created potions can be found in more detail in the appendix.

Crafted Potions Weight

The weight of the potions is calculated as an arithmetic average - the total weight of the components used is divided by their number. In the inventory, the weight is indicated in whole numbers with the discarding of the fractional part, and if the weight is less than 1 pound, then in the form of a fraction, discarding all the digits after the first decimal.

Any identical potion (made with the same alchemy skill value and on the same machines) will have the same weight as a potion with the same name, with the same list of effects, with the same amount and duration of each effect. For example, when you become an Apprentice, you can make the first Feather potion from Flax Seeds and Sweetcake at 0.2 lb. by making the same potion from Flax Seeds and Venison next. , then this potion will also weigh 0.2, despite the fact that its weight should be equal to 1. If you make potions from these ingredients in a different sequence, then an unpleasant situation arises when there may be a lot of heavy potions in your inventory. This can be fixed by waiting for the skill to increase by one, changing the apparatus or the name of the potion.

Cost of crafted potions

The cost of potions is determined only by the value of the Alchemy skill (taking into account the amount of Luck) and the quality of the mortar (that is, with an increase in the skill of the mortar effect, which is 25 units in the case of a master mortar, for the rest - as a percentage) with a coefficient of 0.45:

(fPotionMortPestleMult 0.25) (fPotionGoldValueMult 0.45)
Potion cost = (SkillAlchemyModifiedByLuck + MortPestleQuality * 25) * 0.45

where SkillAlchemyModifiedByLuck is the value of the Alchemy skill changed by Luck, MortPestleQuality is the quality of the mortar.

Since the calculation takes into account the skill value from 5 to 100, the cost will be in the range from 3 to 56 septims. Prices are always indicated in whole numbers, with the fractional part discarded, and for calculating the cost of a potion, the situation is the same as described above for the weight.

Effects of potions and poisons

It is possible to drink potions at a time up to four, the next can be drunk only after the expiration of one of the previously taken. There is no such restriction on the use of poisons.

The effect of poisons on the target can be enhanced by the correct use of vulnerabilities or weakened by the presence of certain abilities. If the target has the Resist Poison ability, then the effect of any poison effects is weakened in percentage terms (the amount of damage is rounded to the nearest integer with the discarding of the fractional part), the same is true for elemental defenses like Resist Fire when using poisons with the corresponding elemental damage. The Resist Magic ability also weakens the effect of all poison effects, except for elemental damage, that is, a poison with the Fire Damage effect on a target with this ability will affect its full value.

It is possible to enhance the effect of the poison if you first hit the poisoned weapon on the target by casting the Weakness to Poison spell for a few seconds - it enhances the effect of any poison effects, similar to elemental vulnerabilities and poisons. The Weakness to Magic effect increases the effect of all poison effects, except for elemental damage -

Poisons- harmful potions that can be used to damage enemies. In your inventory, the poisons are listed under the Potions section using a green bottle icon (as opposed to pink for regular potions). Poisons can be applied to most weapons; when the enemy is hit by a poisoned weapon, the poison takes effect.

Use of poisons

Poisons can be applied to most weapons; the main exceptions are your fists and staves. To apply poison to a weapon, simply activate the poison from your inventory. You will be asked if you would like to apply the poison to your active weapon (i.e. the weapon chosen). The poison will remain on this weapon until you attack the enemy, after which the poison is transferred to the enemy and disappears from your weapon. You can immediately apply another poison to your weapon if you like.

For melee weapons (bladed weapons such as swords and blunt weapons such as maces and hammers), any poison remains on the weapon until the weapon makes contact with the target. If you miss the target (or hit the wall), the poison will not be consumed.

For arrow weapon (s), the poison is applied to the bow, not the arrow. Once applied, it stays on the bow until the arrow ignites. The poison is removed from the bow when fired, regardless of whether the arrow hits the target.

Notes on using poisoned weapons

  • Applying poison to a weapon allows the weapon to bypass any immunity to normal weapons. Even if the enemy is immune to poison, the weapon itself can still deal damage.
  • Poison damage depends on Poison Weakness and Poison Resistance; Cure Poison can be used to reverse the effect of a poison.
  • Argonians and many undead enemies are naturally immune to poison. You must use Weakness for Poison in order to poison these enemies (or be exposed to them if you are playing as an Argonian).
  • The attack bonus does not apply to poisons on weapons; it only affects the damage from the weapon itself.
  • Poisons can be used for more than just damage the health of your enemy. Mana, Fatigue and Attributes can also be damaged. Powerful effects like Silence and Paralysis are also available in Poisons.
  • Poisonous effects, even from the same type of poison, stack up ie. They are cumulative and work together; they are considered separate sources of damage, and do not switch between poisoned / non-poisoned, as in some games. This means that you can inflict poison on each subsequent attack, allowing you to quickly deal massive damage to one enemy.
  • Poisons are not considered a source of damage from the player (or those who used the poison). There are two main factors:
  • Killing someone with poison does not count as murder. As for any witnesses, it is believed that the victim had a heart attack and died.
  • The difficulty slider does not affect poison. This is critical for any aspiring non-magic character of higher difficulty.

Getting poisons

Common poisons

Many common poisons can be found randomly in different locations. Some enemies (such as bandits, necromancers, and goblins) will carry poisons; if you kill enemies before they can use poisons, you can pick them up. Poisons can also be found randomly in various loot chests. Alchemy traders can randomly stockpile poisons, and there are several other traders (M'raij-Dar, Shadi Sam) with reliable supplies.

Manufactured poisons

These poisons are made from ingredients using alchemical equipment like potions. The main difference from regular potions is that poisons have negative (damaging) effects. Any combination of alchemy ingredients that only has negative effects produces poison. However, if the ingredients have at least one positive effect, a potion is created; negative effects turn into side effects of the potion.

If an effect can be positive or negative (such as dispel), it counts as a positive effect for alchemical purposes.

Crafted poisons can be much more powerful than regular poisons that you find loot or purchase from vendors. In particular, poisons can be created that combine many negative effects.

Crafted poison spreads over time, while regular poisons deal damage instantly. For example, custom potions with the effects "Health Damage + Fire + Hit and Damage" + "Fire + Frost" (and "Damage from Damage" + "Frost + Impact Effects with SI Ingredients") do the maximum (with equipment and master-level skills ) at the rate of 26 points of damage every second, for a total of 915 damage at the end of 38 seconds. Even if additional doses of poison are required, the hit-and-run strategy provides significant advantages to the user of the produced poisons, given the difference between immediate and long-term damage.

Absorption effects are generally not available for custom poisons: Attribute Absorption and Mana Absorb are completely inaccessible;

Unusual poisons.

Poisoned Apples and Aronia are technically food, not poisons. Like food, they are listed with all other ingredients and will be eaten upon activation. NPCs will eat Poisoned Apples or Aronia if present when the NPC is looking for food. Their use causes poisoning, which in both cases is a script effect, and deals permanently significant damage until the character is dead. The script effect that causes this damage cannot be used to create a standard poison, ie you cannot create a green vial with the "Deadly Poison" effect. You cannot apply Deadly Poison to a weapon and stab someone. Both Poisoned Apples and Aronia can be used in alchemy, but the resulting special potions will be potions: pink vials that you can drink. If you activate the potion, your character will drink it and will be killed by the deadly poisoning effect.

Notes.

  • Some NPCs carry poisons, but don't always use them. For example, they are less likely to use poisons in ambush, although they almost always poison their weapons if they see you right away. This can be very unpredictable in many cases.
  • On the rare occasion that an NPC poisons his weapon but dies before he can use it, you can get a poisoned weapon.
  • As stated above, killing an NPC with poison never counts as killing.

A potion with two effects can be created by combining two pairs of ingredients. Below we take a look at some interesting formulas that use common ingredients (and more).

Newbie(Level 1-24) only recognizes the first of the four alchemical properties of a substance. All the potions that a novice alchemist can create are limited to the effects listed in this table, or a couple of such effects if you combine 4 ingredients. "Healers" will allow you to restore health, magic, stamina and all attributes, as well as cure a disease and increase some types of resistance. Poisons will damage the enemy's health, magic, stamina, luck and willpower, and can also burden the opponent.

Student(Level 25-49) recognizes two of the four alchemical properties of a substance. Much more effects are available to him than to a beginner (see table). Added antidote, detect life, dispel, feather, increase magic and charm, light, night eye, water breath. The range of resistances expanded and a shield appeared.

Keep in mind that even though dispel as a magical effect can act on you and your opponents, alchemy classifies it as a positive effect, i.e. acting only on you. Sometimes this is very useful, for example, if an enemy sorcerer threw a spell such as a burden or silence at you, but at the same time the useful effects that you achieved with spells will be removed from you.

By combining ingredients, a student can achieve several effects:

Feather + Restore Health + Restore Magicka:
Aloe Vera Leaves + Bog Beacon Asco Cap + Flax Seeds + Venison

To achieve two effects, it is no longer necessary to take 4 ingredients:

Restore Health + Restore Fatigue:
Aloe Vera Leaves + Ham. Adding another pair of ingredients will give a third effect.

Shield + Restore Fatigue:
Beef + Potato. Adding another pair of ingredients will give a third effect.

Damage Health + Damage Magicka:
Harrada + Spiddal Stick. Adding another pair of ingredients will give a third effect.

Specialist(level 50-74) recognizes three of the four alchemical properties of a substance. Almost all possible effects are available, except for increased speed, spell reflection and damage to power. It is worth noting the beneficial effect - Reflect Damage (damage reflection), obtained by a combination of: Scamp Skin (scamp skin) and Green Stain Cup (green chlorocyboria hat), and paralyzing poison given by a mixture of Clannfear Claws (claws of clanphyr) and Daedra Venin (silk of Daedra) ... Harrada (harrada) and Spiddal Stick (speeddal) in combination with other components give powerful poisons:

Damage Health + Damage Magicka + Fire Damage + Silence:
Harrada + Spiddal Stick + Steel Blue Entoloma Cap + Rice.

Knowing new effects allows you to create potions with many useful properties:

Feather + Restore Health + Restore Magicka + Restore Fatigue + Shield:
Aloe Vera Leaves or Ham + Bog Beacon Asco Cap + Flax Seeds + Sweetcake

However, some of the old recipes acquire negative properties, for example, the combination of Aloe Vera Leaves + Ham will damage magic in addition to restoring health and stamina. It is necessary to make sufficient quantities and have on hand potions for restoring all characteristics.

Expert(level 75-99) recognizes all four alchemical properties of a substance and has access to all its effects.

Master(level 100) can create a potion from one ingredient, but no new effects will be discovered.

Here are some interesting recipes.

Fortify Speed ​​(+ Damage Health):
Pear + Wisp Stalk Cap. Unfortunately, this is the only combination that will give you a speed boost. The alembic will reduce the negative impact.

Reflect Spell:
Glow Dust + Cinnabar Polypore Cap Yellow.

Reflect Spell + Reflect Damage:
Glow Dust + Cinnabar Polypore Cap Yellow and any pair from the set: Green Stain Cup Cap, Human Skin, Scamp Skin, Daedra Venin Daedra), Flour (Flour), Strawberry (Strawberry). Alas, here, too, a side effect is inevitable - damage to health (+ charm, which depends on the chosen pair).

Fire Shield + Restore Fatigue + Restore Health + Restore Magicka
Fire Salts + Dragon's Tongue + Blackberry + Aloe Vera Leaves

Invisibility + Restore Fatigue + Restore Health + Restore Magicka
Stinkhorn Cap + Fly Amanita Cap + Blackberry + Aloe Vera Leaves

Fire Shield + Resist Fire + Restore Fatigue + Restore Health
Cheese Wedge + Dragon's Tongue + Aloe Vera Leaves

Damage Health + Damage Magicka + Silence + Paralyze + Frost Damage
Harrada + Milk Thistle Seeds + Vampire Dust or Frost Salts + Scamp Skin or Spiddal Stick or Wormwood Leaves.

Fire Damage + Shock Damage + Damage Health + Burden
Fly Amanita Cap + Ectoplasm + Spiddal Stick or Imp Gall + Steel Blue Entoloma Cap

It's easy to get lost in the abundance of ingredients and effects, especially if you're already an expert in alchemy. Memorizing useful formulas is not a very rewarding task, and is it worth it. It is better to focus on the sets of conditionally "useful" and conditionally "harmful" substances.

For healing potions, you should pay special attention to common substances that give at least one effect from the list: restoration of health, magic, stamina, and one or two other effects such as feathers or shields. These ingredients include: Aloe Vera Leaves, Beef, Blackberry, Bog Beacon Asco Cap, Cheese Wedge, Corn, Dragon's Tongue, Fire Salts, Flax Seeds, Ham, Lady's Mantle Leaves, Lettuce, Orange, Potato ( Potato), Rice, Sacred Lotus Seeds, Steel-Blue Entoloma Cap, Sweetcake, Tomato, Venison. They make good healing potions with multiple effects. However, it makes sense to carefully look through the list of ingredients and choose such a "useful set" depending on the individual characteristics and preferences of your alter ego, and subsequently focus on these substances, creating "healers" for yourself.

The following ingredients are especially useful for creating venom: Boar Meat, Clannfear Claws, Daedra Heart, Daedra Venin, Ectoplasm, Fennel Seeds, Fly Amanita Cap, Frost Salts, Green Stain Cup Cap, Imp Gall, Milk Thistle Seeds, Nightshade, Pear, Peony Seeds (Peony Seeds), Rat Meat, Scamp Skin, Spiddal Stick, Steel-Blue Entoloma Cap, Troll Fat, Vampire Dust, Watermelon, Wormwood Leaves. They have at least two of the set effects: damage to health. magic, speed, burden, paralysis, silence, elemental damage. Starting to create poison, put one of these substances into the apparatus and select additions to it. Keep in mind that some creatures are immune to poisons, for example, undead, and it makes no sense to use a bottle on a weapon. But other opponents, such as the Daedra, having resistance to fire, do not have additional protection from poison, so the fire (and any other) damage of a poisoned weapon will fully affect them.

With the help of these programs (in English) you can experiment with the creation of potions and poisons:

The English language should not cause any particular difficulties if you have a localized version - you can find all the matches on the page

Potions and Poisons the Specialist Can Make

At this level, you can create potions of invisibility, a chameleon, walking on water, increasing parameters - strength, intelligence, and the preparation of a paralyzing poison also becomes available.

Potions and Poisons
Potions and Poisons
Possible Ingredients
Possible Ingredients
Invisibility
Invisibility
Tinder Polypore Cap + Wormwood Leaves
Chameleon
Chameleon
Bloodgrass + Radish
Walking on water
Water walking
Grapes + Tiger Lily Nectar
Boost: Strength
Fortify Strength
Arrowroot + Elf Cup Cap
Boost: Intelligence
Fortify Intelligence
Carrot + Clouded Funnel Cap
Reflect damage
Reflect Damage
Green Stain Cup Cap + Scamp Skin
Paralysis
Paralyze
Clannfear Claws + Daedra Venin
  • very useful complex potion for magicians:
    Catchment Root Pulp + Flax Seeds + Potatoes + Nether Salts = Increase Magicka + Rev. magic + Shield
    (Columbine Root Pulp + Flax Seeds + Potato + Void Salts = Fortify Magicka + Restore Magicka + Shield);
  • one of the best and most commonly used poisons:
    Green Chlorocyboria Hat + Nightshade + Peony Seeds = Damage Health + Damage: Speed
    (Green Stain Cup Cap + Nightshade + Peony Seeds = Damage Health + Damage Speed).

Potions and Poisons the Expert Can Make

Open almost endless possibilities for an alchemist to create composite potions and poisons. There is no way to give all the options, so below are only a few proven recipes:

  • a very interesting combination of effects:
    Alcanna Flower + Foxglove Nectar + Roll + Bruise Leaves = Poison Resistance + Resistance. diseases + Resistance. paralysis
    (Alkanet Flower + Foxglove Nectar + Sweetroll + Viper "s Bugloss Leaves = Resist Disease + Resist Poison + Resist Paralysis);
  • very useful combination of effects:
    Aloe Leaves + Amanita Hat + Green Chlorocyborium Hat + Flour = Reflect Damage + Restore stamina + health regeneration
    (Aloe Vera Leaves + Fly Amanita Cap + Green Stain Cup Cap + Flour = Reflect Damage + Restore Fatigue + Restore Health);
  • one of the cheapest poisons to make:
    Flax Seeds + Amanita Hat + Ectoplasm = Health Damage + Email Damage
    (Flax Seeds + Fly Amanita Cap + Ectoplasm = Damage Health + Shock Damage);
  • one of the most readily available poisons with 5 effects:
    Daedra Poison + Harrad's + Meadow Core Leaves + Rat Meat = Damage Stamina + Damage Health + Damage Magic + Paralysis + Silence
    (Daedra Venin + Harrada + Lady's Smock Leaves + Rat Meat = Damage Fatigue + Damage Health + Damage Magicka + Paralyze + Silence);
  • poison with speed damage:
    Stone Mushroom Cap + Scale Tinder Cap + Ectoplasm + Green Chlorocyborium Cap = Health Damage + Damage: Speed ​​+ Electro Damage
    (Cairn Bolete Cap + Dryad "s Saddle Polypore Cap + Ectoplasm + Green Stain Cup Cap = Damage Health + Damage Speed ​​+ Shock Damage).

You may find a number of other calculators on the net. For easy playing with variations of recipes, you may try for example Darliandor "s Alchemy Lab or just another one.

Mastery [edit]

Mastery perks [edit]

  • A Novice(Alchemy< 25) recognizes one of four potential alchemical properties of an ingredient .
  • An Apprentice(Alchemy = 25-49) recognizes two of four potential alchemical properties of an ingredient.
  • A Journeyman(Alchemy = 50-74) recognizes three of four potential alchemical properties of an ingredient.
  • An Expert(Alchemy = 75-99) recognizes all four potential alchemical properties of an ingredient.
  • A Master(Alchemy = 100) can make potions from a single ingredient. Only the first effect of the chosen ingredient gets added into the potion.

Skill Benefits [edit]

Your Alchemy skill level also affects the strength (both magnitude and duration) of the potions you brew. Your Alchemy skill level is modified by your Luck (+5 Luck is equivalent to +2 Alchemy, maximum 100 Alchemy). However, only your character "s base level of Alchemy and Luck are taken into account: magical enhancements or reductions (eg, Fortify Luck, Drain Alchemy), whether from potions, spells, or equipment, have no effect on the strength of your potions ...

Skill Increases [edit]

Your Alchemy experience increases five points per potion created (regardless of the number of ingredients used). Experience also increases 0.5 points for each non-food ingredient eaten.

As your Alchemy level increases, so too will the strength of your potions and the effects of wortcraft (eating ingredients). To increase Alchemy, you will need to collect as many ingredients as possible so you can make as many potions as possible. For the purpose of skill training, you only need to have a Mortar and Pestle in your inventory.

  • Farms are your best bet for finding a lot of free ingredients and raising Alchemy quickly. You can also find ingredients in the various Mages Guild Halls.
    • In fact, food can be found in nearly every building in Cyrodiil.
  • Infinite numbers of certain ingredients can be obtained:
    • Shepherd "s Pie from Eyja (who comes with Rosethorn Hall in Skingrad)
    • Six food ingredients from Rona Benanius (only if Fighter "s Stronghold has been installed).
    • Purgeblood Salts using an exploit (only if Vile Lair has been installed).
    • Greenmote from the Greenmote Pile in Greenmote Silo (only if Shivering Isles has been installed and the Ritual of Mania has been started).
  • If your Strength is too low to keep all the ingredients that you collect while traveling, carrying a Mortar and Pestle allows you to quickly make a potion and gain experience instead of just discarding the ingredients.
  • Unwanted potions yield good profit when sold, and good self-made potions and poisons make rising up through the early levels much easier.
  • Avoid eating ingredients at higher levels, because you will gain much more Alchemy experience by making potions out of the same ingredients. At lower levels, some ingredients can be difficult or impossible to find another one to mix with, so eating may be more useful. Furthermore, be careful not to eat too many ingredients at once - excessively high magnitudes for active effects can produce game instabilities.

For both positive and negative effects, at any Effective_Alchemy level and for any Mortar and Pestle quality, the base duration is determined from:

Base_Dur = (Base_Mag = [(edit]

  • The system for making potions is simpler in Oblivion than it was in Morrowind. If you have an ingredient selected and you click an empty space to add another ingredient it shows the ingredients that have matching properties. This means that you can make money (and increase both your Alchemy and Mercantile skills) by buying an alchemist "s entire stock and matching them to make potions. Even poisons can be sold. Then any leftover ingredients can be either sold back to the merchant or kept to carry on to the next session.
  • Unlike Morrowind, created potions will only contain the ingredients "known effects according to your Alchemy skill. Hidden effects are completely ignored (in Morrowind hidden effects would still be applied to the final potion).
  • Combining ingredients that have only negative effects in common creates a poison. You can apply it to a weapon (bow / sword) and the next attack will apply the poison "s effect to the enemy, often causing massive damage of proportions very hard to achieve by other schools of magic. The disadvantage of poisons is that their effect is usually distributed over time (ie, the enemy may take several seconds to die). Note that if combined ingredients have at least one positive effect in common, the effect is a "spoiled potion" (one with both positive and negative effects) , not a poison, and can not be applied to a weapon. This may cause poisons that are possible to make at lower levels become unavailable at higher levels, as positive effects of ingredients get unlocked.
  • Once you reach Journeyman or higher, your ability to create complex potions and poisons is greatly increased. Effects will be added to your potion if you are combining more than one ingredient with that effect. You do not seem to gain anything by using more than two ingredients with the same effect (potion strength seems to be the same), but you can combine different damage effects (fire, frost, shock, health damage) for greater strength of a poison ...
    • For example, with an Alchemy skill of 50 (can see three effects), consider combining Harrada (Damage Health, Damage Magicka, Silence), Spiddal Stick (Damage Health, Damage Magicka, Fire Damage), and Vampire Dust (Silence, Resist Disease , Frost Damage) together. The resulting poison will have the combined effects: Damage Health + Damage Magicka + Silence... Note that you cannot make a potion when enemies are nearby.
  • If you make a potion out of stolen ingredients, the resulting potion is not flagged as being stolen.

Messages [edit]

The following table provides the messages that are displayed when your Alchemy skill levels up.

Level Message
Apprentice Your stained fingers attest to your diligence in mixing potions and learning their secrets. You are now an Apprentice of Alchemy. All potion ingredients have four potential effects. You can now automatically identify the first two effects.
Journeyman Your stained fingers attest to your diligence in mixing potions and learning their secrets. You are now a Journeyman of Alchemy. All potion ingredients have four potential effects. You can now automatically identify the first three effects.
Expert Your stained fingers attest to your diligence in mixing potions and learning their secrets. You are now an Expert of Alchemy. All potion ingredients have four potential effects. You can now automatically identify all the effects.
Master Your stained fingers attest to your diligence in mixing potions and learning their secrets. You are now a Master of Alchemy. Normally it takes two or more ingredients to make a potion. As a master Alchemist, you can create a potion from a single ingredient.

Useful potions [edit]


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