The following tables provide lists of all the alchemical effects and the ingredients with that effect. Details on the various effects can be found on the Magical Effects page. Green effects are positive effects and are used to create drinkable potions. Red effects are negative effects used to create poisons that can be applied to weapons.
 Potion Strengths
The last three columns of the following table provide the magnitude, duration, and cost (gold) of a standard potion if crafted at 100 Alchemy skill, without any perks. These are not the maximum strengths of a potion: they can be increased if alchemy perks are unlocked and also by fortifying alchemy skill. With 100% Fortify Alchemy (the maximum possible without custom enchantments) and all Alchemy perks, most potions and poisons will be five times stronger (6.25 times stronger for restoration potions). Even larger enhancements are possible with custom enchantments.
Values in italics (for example, the duration of many potions) are values that are not visible in-game, and in most cases do not have an effect on gameplay. However, those values are still relevant in determining the cost of the potion.
 Non-Standard Ingredients
Several effects (most notably Damage Health) have ingredients that produce non-standard potion strengths. Those ingredients are highlighted in the following table with symbols summarizing how those ingredients alter the potion. For example:
- River Betty (2.5×): Damage Health potions that include River Betty will have a magnitude 2.5 times greater than a standard Damage Health potion (e.g., 30 magnitude at alchemy 100). The gold cost of the potion is also affected, but the factor is not shown on this page (see Damage Health for details).
- Nirnroot (12.6×): Damage Health potions that include Nirnroot will have a gold cost 12.6 times larger than a standard potion, even though the magnitude of the potion is the same. (The internal value for the duration of the potion has been changed, but that duration has no effect on game play other than through the gold cost of the potion).
When using non-standard ingredients, the effect properties are determined only by the highest priority ingredient for that effect. The ingredients in the following table are all listed in decreasing priority, so the top-most ingredient is always the one that determines the properties. If River Betty and Nirnroot are combined, the potion will have the exact same properties as a potion made using River Betty and Deathbell or River Betty and Falmer Ear. This also means that ingredients with weaker effect strengths, such as Ectoplasm and Nightshade for Fortify Destruction, are only relevant if combined with another weak ingredient. Ectoplasm combined with any ingredient other than Nightshade yields a standard Fortify Destruction potion.
 Strength Equations
The magnitude of a potion is calculated from:
Magnitude = Base_Mag * 4 * (Game setting fAlchemyIngredientInitMult) (1.5^(Alchemy_Skill/100))* (1.5 is the game setting fAlchemySkillFactor) (1 + Fortify_Alchemy/100)* (1 + Alchemist_Perk/100) * (1 + Physician_Perk/100) * (1 + Benefactor_Perk/100 + Poisoner_Perk/100) )
For potions where the duration varies instead of magnitude, the same equation is applied to the duration, using
Base_Dur instead of
Base_Mag. Currently duration only varies for Invisibility and Paralysis; for all other effects:
Duration = Base_Dur. The values used in these equations are:
Base_Durare the strengths for the single strongest ingredient being used in the potion. In the game data, these base values are listed in the ingredient's EFIT field. The standard base values used for each effect are listed on each effect page, as well as details about the base values for any non-standard ingredients.
Alchemy_Skillis your character's alchemy skill (15-100)
Fortify_Alchemyis the sum of all active Fortify Alchemy enchantments
Alchemist_Perkis the enhancement from the Alchemist perk (0, 20, 40, 60, 80, or 100)
Physician_Perkis the enhancement from the Physician perk (0 or 25). This value is only set to 25 if your character has unlocked the perk and it is being applied to a Restore Health, Restore Magicka, or Restore Stamina effect
Benefactor_Perkis the enhancement from the Benefactor perk (0 or 25). This value is only set to 25 if your character has unlocked the perk and it is being applied to a beneficial effect in a potion.
Poisoner_Perkis the enhancement from the Poisoner perk (0 or 25). This value is only set to 25 if your character has unlocked the perk and it is being applied to a negative effect in a poison.
- (Only one of
Poisoner_Perkis ever non-zero).
- (Only one of
The gold cost of a potion is calculated from:
Gold_cost = floor( Base_Cost * (Magnitude^1.1) * 0.0794328 * (Duration^1.1) )
If the magnitude or duration is zero, the corresponding term is dropped from the equation, i.e.:
Gold_cost (When Magnitude = 0) = floor( Base_Cost * 0.0794328 * (Duration^1.1) ) Gold_cost (When Duration = 0) = floor( Base_Cost * (Magnitude^1.1) )
If the magnitude or duration is not displayed in game, that does not necessarily mean that the value is zero. The game still has an internal value for each parameter (based on the ingredient's
Base_Dur) which is used in this calculation. These internal values are listed in the following table.
 Multiple-Effect Potions
If a potion has multiple effects, the magnitude, duration, and gold cost of each effect is separately determined according to the above equations. The total gold cost of the potion is the sum of the costs of the individual effects.
The effect with the largest individual gold cost is the effect that controls the overall properties of the mixture. That effect is used for naming, and it determines whether the result is considered to be a potion or a poison. The determination of the strongest effect is actually done before the perks are factored into the gold cost (i.e., having the Benefactor and/or Poisoner perk does not alter whether a mixture is a poison or a potion.)
Additional adjustments that are made include:
- The Benefactor perk only applies to effects in potions — beneficial side-effects of a poison are not enhanced.
- The Poisoner perk only applies to effects in poisons — negative side-effects of a potion are not enhanced.
- If the Purity perk has been unlocked, the properties of all negative effects in a potion will be set to zero (and positive effects in a poison will be set to zero). This means that the gold cost of the potion will be reduced.
 Effect List
|Cures all diseases.||0.5||5||0||21|
Jarrin Root (100×)
|Causes <mag> points of poison damage.||3||2||1||3|
|Drains the target's Magicka by <mag> points.||2.2||3||0||52|
|Damage Magicka Regen
Ancestor Moth WingDG
|Decrease the target's Magicka regeneration by <mag>% for <dur> seconds.||0.5||100||5||265|
Crimson Nirnroot (3×)
|Drain the target's Stamina by <mag> points.||1.8||3||0||43|
|Damage Stamina Regen
|Decrease the target's Stamina regeneration by <mag>% for <dur> seconds.||0.3||100||5||159|
|Creatures and people up to level <mag> flee from combat for <dur> seconds.||5||1||30||120|
|Alteration spells last <mag>% longer for <dur> seconds.||0.2||4||60||47|
|You haggle for <mag>% better prices for <dur> seconds.||2||1||30||48|
|Blocking absorbs <mag>% more damage for <dur> seconds.||0.5||4||60||118|
|Fortify Carry Weight
|Carrying capacity increases by <mag> for <dur> seconds.||0.15||4||300||208|
|Conjurations spells last <mag>% longer for <dur> seconds.||0.25||5||60||75|
|Destruction spells are <mag>% stronger for <dur> seconds.||0.5||5||60||151|
|For <dur> seconds, items are enchanted <mag>% stronger.||0.6||1||30||14|
|Health is increased by <mag> points for <dur> seconds.||0.35||4||60||82|
|Fortify Heavy Armor
|Increase Heavy Armor skill by <mag> points for <dur> seconds.||0.5||2||60||55|
|Illusion spells are <mag>% stronger for <dur> seconds.||0.4||4||60||94|
|Fortify Light Armor
|Increases Light Armor skill by <mag> points for <dur> seconds.||0.5||2||60||55|
|Lockpicking is <mag>% easier for <dur> seconds.||0.5||2||30||25|
|Magicka is increased by <mag> points for <dur> seconds.||0.3||4||60||71|
|Bows do <mag>% more damage for <dur> seconds.||0.5||4||60||118|
|One-handed weapons do <mag>% more damage for <dur> seconds.||0.5||4||60||118|
|Pickpocketing is <mag>% easier for <dur> seconds.||0.5||4||60||118|
|Restoration spells are <mag>% stronger for <dur> seconds.||0.5||4||60||118|
|For <dur> seconds, weapon and armor improving is <mag>% better.||0.75||4||30||82|
|You are <mag>% harder to detect for <dur> seconds.||0.5||4||60||118|
|Stamina is increased by <mag> points for <dur> seconds.||0.3||4||60||71|
|Two-handed weapons do <mag>% more damage for <dur> seconds.||0.5||4||60||118|
|Creatures and people up to level <mag> will attack anything nearby for <dur> seconds.||15||1||10||107|
|Invisibility for <dur> seconds.||100||0||4||261|
|Lingering Damage Health
|Causes <mag> points of poison damage for <dur> seconds.||12||1||10||86|
|Lingering Damage Magicka
|Drains the target's Magicka by <mag> points per second for <dur> seconds.||10||1||10||71|
|Lingering Damage Stamina
|Drain the target's Stamina by <mag> points per second for <dur> seconds.||1.8||1||10||12|
|Target is paralyzed for <dur> seconds.||500||0||1||285|
|Causes <mag> points of concentrated poison damage.||0.4||2||10||6|
|Concentrated poison damages magicka by <mag> points.||1||2||10||15|
|Concentrated poison damages stamina by <mag> points.||1.6||2||10||24|
|Health regenerates <mag>% faster for <dur> seconds.||0.1||5||300||177|
|Magicka regenerates <mag>% faster for <dur> seconds.||0.1||5||300||177|
|Stamina regenerates <mag>% faster for <dur> seconds.||0.1||5||300||177|
|Resist <mag>% of fire damage for <dur> seconds.||0.5||3||60||86|
|Resist <mag>% of frost damage for <dur> seconds.||0.5||3||60||86|
|Resist <mag>% of magic for <dur> seconds.||1||1||60||51|
|Resist <mag>% of poison for <dur> seconds.||0.5||4||60||118|
|Resist <mag>% of shock damage for <dur> seconds.||0.5||3||60||86|
Ash Hopper JellyDB
|Restore <mag> points of Health.||0.5||5||0||21|
|Restore <mag> points of Magicka.||0.6||5||0||25|
|Restore <mag> Stamina.||0.6||5||0||25|
|Target moves at 50% speed for <dur> seconds.||1||50||30||247|
|Can breathe underwater for <dur> seconds.||30||0||30||100|
|Weakness to Fire
|Target is <mag>% weaker to fire damage for <dur> seconds.||0.6||3||30||48|
|Weakness to Frost
|Target is <mag>% weaker to frost damage for <dur> seconds.||0.5||3||30||40|
|Weakness to Magic
|Target is <mag>% weaker to magic for <dur> seconds.||1||2||30||51|
|Weakness to Poison
|Target is <mag>% weaker to poison for <dur> seconds.||1||2||30||51|
|Weakness to Shock
|Target is <mag>% weaker to shock damage for <dur> seconds.||0.7||3||30||56|