Morrowind talk:Alchemy
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This is something that's been on my mind for a while, mostly because my brain just can't handle a great load of little information tidbits and combine them into practical applications. At least, it hasn't been able to do that in alchemy. Should it really be ok to have pre-made recipes allowed in this page? I just edited an info dump that, in so many words, was basically a recipe for Fortify Intelligence with a little knowledge thrown in for why it's relevant. Personally, I know I would find stuff like that quite useful, because without it, I'd have to go hunting through every ingredient looking at just what's shared with what. I know the game itself offers some recipes, such as what you see in the early quests from Ajira (Balmora Mages Guild), but those wouldn't be as useful as those made by real people. Organous 10:45, 4 November 2006 (EST)
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[edit] Overboost
What do I do when I overboosted my character? By now, if I make a fortify speed potion, my character would become too fast for very much anything. Fortify strength again makes his weapon brake right after its first strike. How do I reverse this? —The preceding unsigned comment was added by 80.221.155.29 (talk • contribs).
- Err... don't drink a fortify speed or fortify strength potion? I'm not sure what you're asking here... –Rpeh•T•C•E• 08:59, 2 July 2008 (EDT)
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- It is because I boosted my Intelligence, yes, to something like 50000000. I was hoping there would be some way to rest longer then 24 hours at once, like in Daggerfall. Still, Damage Intelligence it is then. Thanks for your help.
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- Yes, I play the PC version, and it was of great help to know how to set in fact any attribute or skill using the console.
- There is one other matter. This is well out of topic here, but I wish for some advice on using the graphic extender macro editor. I have in mind to make a macro that continuously casts some weak training spell, that is beats the left mouse button for me. Any ideas on this?
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If you're going to use SetAttribute, why not just do the same with your skills? What's the point of having your computer run for couple days to level your skills anyways?
[edit] Can't create multi-state boost potions
I've been trying to create a potion with multiple Fortify Attribute qualities (Int and Luk), and I simply can't.
Here are the recipes:
(Ash Yam, Bloat, Corkbulb Root, Corprus weepings) (Ash Yam, Bloat, Corkbulb Root, Guar Hide) (Ash Yam, Corkbulb Root, Corprus weepings, Netch Leather) (Ash Yam, Corkbulb Root, Guar Hide, Netch Leather) (Bloat, Corkbulb Root, Corprus weepings, Netch Leather) (Bloat, Corkbulb Root, Guar Hide, Netch Leather)
I guess I can just create two potions instead of one, but why is there this weird limitation? It's not like I can't drink two potions instead of one. This is just annoying. ZirePhoenix 01:59, 18 July 2008 (EDT)
- I've noticed that. I guess it's because 'Fortify Attribute' is a single effect, and you can't create a potion with the same effect listed twice. --Gaebrial 05:20, 18 July 2008 (EDT)
[edit] Ultra-low weight potions
I've recently managed to create some potions that have less than 0.1 weight. They display 0.0, and a stack of 400 weights only 13. I haven't been able to determine what causes this. Does anyone know what else affects the weight of the potions besides the ingredients? ZirePhoenix 11:55, 18 July 2008 (EDT)
- I believe your Alchemy skill, Intellegence, and Tool quality would have bearing. --Brf 12:48, 18 July 2008 (EDT)
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- Unfortunately I tested all 3. Alchemy is at 900 (8x Alchemy 100 Fortify and 100 Alchemy natural), over 5k Int and Luk. Still made the 0.1 potions with 3 0.1 weight components. 100 of them weighted 10.—The preceding unsigned comment was added by ZirePhoenix (talk • contribs).
- What about tool quality?--Brf 23:58, 18 July 2008 (EDT)
- Like Brf said, those three play a role, but the biggest factor is the weight of the raw ingredients. With 2000 Int,, Grandmaster Alchemy Apparatus and just 60 skill, I could make 0.0 weight Restore Magicka potions out of Frost Salts 0.1 + Comberry 0.1 weight. If you tried the same thing with a Daedra's Heart in the mix (1.0), you'd be hard pressed to get under 0.5. Just stating (perhaps not so) obvious here. --Benould•T•C 03:58, 21 July 2008 (EDT)
- Yup. I was making potions with 15000 Int, 90 Alchemy, Grandmaster Mortar and Master others. My Restore Healths were weight 0.0 with two 0.1 ingredients, but the Fortify Int potions with 1-weight Ash Yam were coming out to 0.6. --Brf 11:31, 21 July 2008 (EDT)
- Like Brf said, those three play a role, but the biggest factor is the weight of the raw ingredients. With 2000 Int,, Grandmaster Alchemy Apparatus and just 60 skill, I could make 0.0 weight Restore Magicka potions out of Frost Salts 0.1 + Comberry 0.1 weight. If you tried the same thing with a Daedra's Heart in the mix (1.0), you'd be hard pressed to get under 0.5. Just stating (perhaps not so) obvious here. --Benould•T•C 03:58, 21 July 2008 (EDT)
- What about tool quality?--Brf 23:58, 18 July 2008 (EDT)
- Unfortunately I tested all 3. Alchemy is at 900 (8x Alchemy 100 Fortify and 100 Alchemy natural), over 5k Int and Luk. Still made the 0.1 potions with 3 0.1 weight components. 100 of them weighted 10.—The preceding unsigned comment was added by ZirePhoenix (talk • contribs).
[edit] Super potion tips
Is this the place for tips on using super potions? For example, with a strength of 5000 your weapon tends to break quickly, but you can always successfully repair it (no matter how bad your Armorer skill is) since the attribute for Armorer is Strength. Or, if you once manage to start making super potions, keep some Fortify Intelligence left over in case you want to do it again without making zillions.
- The problem with adding stuff like this is that this page is already kind of bloated. It's the longest page for any of the skills with the exception of Enchant, which I'm starting to think could do with a split as well. I'm thinking maybe we ought to move the whole Super Potions section to a new page and just mention it briefly here with a link. I consider it to really be more of a cheat than anything else, albeit a cheat that is possible within the default game mechanics without using the console or the Construction Set. It's clearly an example of unintended consequences by the devs (as easily evidenced by the many measures put in place to prevent similar exploits in Oblivion). So as such, it would normally belong on the Cheats page, but then, there's enough to say about this particular cheat that it might deserve its own page, again with a link from Cheats as well. Maybe we could work out something like that. --TheRealLurlock Talk 02:18, 26 July 2008 (EDT)
[edit] Bug
I have a strange bug in my game.It prevents me from creating potions,but fortunately it occurs rarely.When I try to create a potion,the game says that I need to type in my name.Does anyone know what's causing this bug? Neekerisanni123 14:37, 26 October 2008 (EDT)
- you need to type in a name for the potion, like, "healthy juice" Lukish_ Tlk Cnt 08:45, 27 October 2008 (EDT)
Yeah,I try to do it but it still does not allow me to make potions.If I load an another save,then it allows me to make,but if I reload that earlier save,it still doesn't allow me to make any.--Neekerisanni123 09:59, 10 December 2008 (EST)
[edit] poisons
Alembic and retort equipped For some reason when these are equipped the potion always fails. They are 1 ability attribute poisons skill 24 apprentice mortar journey everything else want 1300 or so for a master mortar with 100 dispo a master goes from 2400 to 1300
[edit] failure rates
How do I get the failure rates down. Is it attribute or skill or both or quality of the item like if you have journey pick but a security skill of 6 how hard a lock can be picked Usually it fails alot on alchemy, magic, armorer, and melee Also can magicka cost be lowered or is it fixed like in Oblivion
The failure rate is based on your alchemy skill.If your alchemy is about 60 to 70 you will stop failing.Your alchemy equipment reduce the strength and duration of any negative effects produced by a given combination of ingredients,increase the initial quality of the potion producedincrease the strength and duration of all positive effects in the potion,and increase the strength and duration of all effects,positive or negative.While Intelligence makes more powerful negative and positive potion effects and durations.

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