Skyrim talk:Alchemy

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Archive 1: Oct 2011 - Feb 2012
Archive 2: Feb 2012 - Nov 2012

Fortify restoration loop fixed?Edit

As of patch 1.6 for Xbox 360, it appears the Fortify Restoration loop is fixed for me, won't stack my restoration effects. I have low alchemy and enchanting, so my gear starts at "8% Better potions", after taking fortify restoration potions, it bumps to "11%" and the rest of the potions I make and consume won't stack.

Anyone else having this problem? — Unsigned comment by 76.99.240.150 (talk) at 05:59 on 9 June 2012

You did unequip and re-equip the items? The Silencer has spokenTalk 12:04, 9 June 2012 (UTC)
I seem to be having this issue as well on PC, and removing and re-equipping alchemy gear doesn't change it. I was figuring it was because of a lowish alchemy skill and none of the perks. Haven't done any actual testing, just what i've noticed from attempting it. Edit: Spent a few hours leveling alchemy and it seems to still work fine after about skill level 50 or so. Level up your alchemy and you should get it. — Unsigned comment by 68.56.145.69 (talk) at 23:59 on 9 June 2012
Can anyone confirm the loop working again without leveling up Alchemy? Or perhaps putting the first perk into Alchemy? — Unsigned comment by 76.99.240.150 (talk) at 17:50 on 12 June 2012
It works for me still on the PC 1.6.89.0.6. — Unsigned comment by 50.13.25.249 (talk) at 02:42 on 21 June 2012
I was having trouble getting this to work - then all of a sudden, boom, it's working just fine. I think maybe there's a little more to this than just the methodology described. Hmm. EldarOfSuburbia 02:02, 22 June 2012 (UTC)
There is definitely more going on. I had this problem on xbox with the newest patch just like the original poster described. I attributed it to my gear and alchemy level being too low. But I run into the same problem on my Dark Elf character. I have a 20% helm and 15% necklace. I start the loop normally until I hit 118%. I drink the potion, it boosts my enchantments and I re-equip them. Then the next potion says 125%, but when I drink it, it returns me to the level BEFORE the 118%, AND the timer is lowered. Its as if the potion effect is being returned to an older state. I'm not sure what to make of it at all but this happened twice now. The first time was with slightly lower values (something like 104%, 108%, 115%). I've done the exploit successfully on a different character so I THINK it isn't a problem with execution. (206.255.16.26 22:30, 7 July 2012 (UTC))
Sounds like the older potions are simply wearing off. — Unsigned comment by 60.225.34.63 (talk) at 12:40 on 14 August 2012

() I'm sure does NOT work on the PC 1.7.7.0.6. I used the exploit with my last character and it will not work with my new one. It's a problem, because this new character was designed around optimizing alchemy/enchanting/smithing before anything else, and now I'm level 30 with no combat skills! Yikes! --Bheimbaugh 02:47, 17 August 2012 (UTC)

I can confirm that this doesn't work on the latest patch. the fortify restoration potion capped at 255% increase — Unsigned comment by 70.44.153.237 (talk) at 05:13 on 10 September 2012‎
Still working on XBox. No cap. Used it to create a Fortify Restoration 22978%, and a Fortify Enchanting 5587%. Make sure the potions you are trying to stack don't have the same "base magnitude", or the stacking effect is ignored. --Wyrmblight (talk) 22:44, 13 December 2012 (GMT)
Can you tell me the method? Xbox doesn't seem to go above 60% for me. Sorta starts declining once I hit that.90.205.244.110 03:32, 22 December 2012 (GMT)
Nevermind, you need to have a decent amount of alchemy/perks. Round about 60 alchemy I started seeing results...90.205.244.110 01:48, 23 December 2012 (GMT)
I know this is a bit old, but I have no problem getting the loop going as long as I have the benefactor perk and at least 3 pieces of fortify alchemy gear on, even at starting it at 36 alchemy. And I am on 360, up to the most recent update with all dlc installed. Rouxez (talk) 18:37, 22 April 2013 (GMT)

Salmon Roe + HistcarpEdit

I've had a tip from a user saying that combining Salmon Roe + Histcarp is much more powerful than Giant's toe + Blue Mountain Flower + Blue Butterfly Wing. Can somebody check this out? Thanks! eshetalk 13:59, 31 October 2012 (GMT)

+jazbay grape. Potion worth over 4k! Only with hearthfire expansion — Unsigned comment by 75.70.239.44 (talk) at 20:56 on 21 November 2012
Actually, the most expensive potion possible is
salmon roe + nordic barnacle + garlic
close 2nd place: (all the same value)
salmon roe + hiscarp + dwarven oil
salmon roe + hiscarp + fire salts
salmon roe + hiscarp + garlic
salmon roe + hiscarp + jazbay grapes
salmon roe + hiscarp + moon sugar
salmon roe + hiscarp + salt pile
salmon roe + hiscarp + taproot
close 3rd place:
salmon roe + chicken's egg + hawk's egg
salmon roe + chicken's egg + jazbay grapes
salmon roe + nordic barnacle + jazbay grapes
salmon roe + hawk's egg + jazbay grapes
salmon roe + nordic barnacle + emperor parasol moss
these potions will level up alchemy the fastest, but salmon roe is really hard to obtain in large quantities, even with the fishery — Unsigned comment by 24.211.138.109 (talk) at 10:47 on 31 December 2012‎

Does having more than two ingredients with the same effect create more powerful potions?Edit

What it says in the header: if I have ingredients x, y, and z- all of which have "restore health," does combining three of them together make for a more powerful healing potion than just two of them?--68.230.66.230 15:35, 7 December 2012 (GMT)

No. The resulting potion would have the same restore health effect. The potion will only be different if the "third" ingredient has another matching effect with one of the first two ingredients. --JR (talk) 17:16, 7 December 2012 (GMT)
Disappointing, but thanks--68.230.66.230 14:21, 8 December 2012 (GMT)
There are some tricks to making more powerful potions. Right now, they are mixed in with tips on optimizing enchanting, which is located [[1]]. If you can't find it later, it may get moved back onto the main enchanting article as a hint or tip. Be careful about using all of these kinds of tips. If you use them "a little," they can give a satisfying boost. If you use them "a lot", they can make the game boring because everything is too easy. --JR (talk) 02:38, 9 December 2012 (GMT)

No XP for failed potions?Edit

The "Gaining Skill XP" section indicates that the XP earned is based on the value of the potion. Does this then mean that you get 0 XP for failed potions? Because learning alchemy involves a lot of time spent trying combinations that often fail. Thanks. --Irrevenant (talk) 07:54, 27 December 2012 (GMT)

Discover all Ingredient Effects by Brewing 56 PotionsEdit

Can anyone confirm that this actually works? I thought I'd done all the potions, but I still have some ingredients with unknown effects. It's entirely possible I stuffed it up, but thought I should check. --Irrevenant (talk) 01:51, 31 December 2012 (GMT)

I've never tried checking it. It's not clear to me what some of the qualifications mean (this assumes that ...), and x and y are exluded, etc. I think the original discussion began here. If this can use an update for accuracy ("almost all ingredient effects") or otherwise improved, that would be great. --JR (talk) 07:21, 31 December 2012 (GMT)
The more I look at it, the more I think it was me - I think I lost track and missed a couple of potions. Also, like it says in the description, it assumes you've already tasted the ingredient to learn the first effect. --Irrevenant (talk) 09:45, 31 December 2012 (GMT)
I just ran through this list twice in the game, triple checked every ingredient before I made the potions and after I was completed with the list there are 38 ingredients that are missing 1 effect each. So while this list does discover a big chunk of effects it does not discover all effects for all ingredients. I had already discovered the 1st initial effects on all of the ingredients but that should not have made a difference with the outcome. If you would like I can put the list of ingredients here or I can PM someone with the list if you would prefer that. I did not want to bombard the discussion page with the list if it is something no one really cares to delve into. :)
Thanks,
--- Eglyntine -- "Fairness Is An Illusion We Do Not Provide Here..." - NLM - -- 11:23, 13 February 2013 (GMT)
I just tried brewing all these potions after carefully obtaining all the required ingredients and eating one of each. There are a number of effects missing. — Unsigned comment by 166.147.88.44 (talk) at 14:41 on 22 May 2013
A couple of points re this list, No.21 on the list suggests Daedra Heart, Rock Warbler Egg and Scaly Pholiota, assuming already eat one of each will only discover Weakness to Magic for the Rock Warbler Egg, as the Daedra Heart only has Restore Health in common with Rock warbler egg, but both of these are the 1st effect and so would already be known. Meaning that using only Rock Warbler Egg and Scaly Pholiota would produce the same result saving a Daedra Heart.
Also I know this isn't exactly part of this list but if you combine a Blue Butterfly Wing with Chaurus Hunter Antennae you will learn all four effect for both as they have the same. Biffa (talk) 17:15, 24 September 2013 (GMT)


I have a list of only 20 mixes that reveal all alchemy effects, without any tasting. Should I post it here? I may be using this info in a mod a some point, but I don't consider this a secret. James Wildspell (talk) 05:16, 11 April 2015 (GMT)

Giant's Toe Anomaly Calculator - Seems to be deadEdit

The last calculator listed under the Online Resources seems to be dead or down and has been for awhile now. Is it alright to remove it? I put in a "Currently unavailable" note on the page, but I figured I'd ask before yanking it completely. --GrievousGrimalkin (talk) 17:06, 10 February 2013 (GMT)

I don't see any reason to just let it sit there, especially considering how many alternatives there are already listed on the page. I've removed the link. --AKB Talk Cont Mail 17:09, 10 February 2013 (GMT)

Snakeblood?Edit

Do enemies use poisons against the player because if they dont isnt this perk pretty useless?--82.46.168.98 11:30, 9 April 2013 (GMT)

A number of enemies have some type of poison or another. Chaurus and spiders come to mind, and Falmer can have poisoned weapons. That said, I've always found poison effects to be almost negligible, so I would agree this is a fairly useless perk. Robin Hood  (talk) 20:46, 9 April 2013 (GMT)
At high difficulty levels with Dawnguard installed, the Chaurus Hunters seem to be able to do several hundred points per hit with poison. Without Dawnguard, they're much less deadly. However, spell absorption definitely works on poison damage - I've seen the absorption swirly from chaurus attacks - and I think magic resistance does as well, so it's really only a perk for people without high Alteration and/or MR enchantments. --Morrolan (talk) 01:15, 19 September 2013 (GMT)

Ravage vs. DamageEdit

I'm surprised that this article mentions nothing about the fact that there are two seemingly identical effects: Ravage stat and Damage stat. Does anyone know if there is some difference between the two? All I've found is that Ravage effects seem to be rarer, but in comparison, their magnitude appears about the same as similar Damage effects. The game's description, "concentrated poison damages stat by x points," couldn't be more obscure. If you ask me, the only real point of this extra effect is so that you can essentially make a poison doubly powerful, by giving it Damage Health and Ravage Health. Am I correct or am I missing something? — Unsigned comment by Tea ache sea (talkcontribs) at 10:26 on 22 April 2013

If you look at Alchemy Effects, you can kind of see the difference. The "Damage" effects do a small amount of damage instantly (base 2-3 points over 0 or 1 seconds, which is basically the same thing), while the "Ravage" effects do a small amount of damage over several seconds (base 2 points per second for 10 seconds, in all cases). So basically, they both do damage to whichever attribute you choose, but Ravage is the gift that keeps on giving...at least for a few seconds ;). eshetalk 15:36, 22 April 2013 (GMT)
Ravage affects maximum health/magicka/stamina, like the Drain effects in Oblivion. Damage affects only current health/magicka/stamina. What I don't remember is if Ravage also affects current, or only maximum. Robin Hood  (talk) 07:57, 23 April 2013 (GMT)
There's actually three - "Lingering Damage" effects also exist, which are different from straight "Damage" effects. (You can theoretically create a poison with all 3, just not sure if there are ingredients in the base game or official expansions that make that possible with just 3 ingredients.) I think Lingering Damage does what Eshe was referring to, with the damage drawn out over time rather than instant. — TheRealLurlock (talk) 15:36, 23 April 2013 (GMT)
By using coexisting beneficial effects to create potions with Ravage Health/Stamina/Magicka and testing them on myself (on Xbox 360), it seems that Ravage Stamina and Ravage Magicka do exactly the same as the lingering effects (that is, a DoT for 10 seconds) while Ravage Health reduces maximum Health for 10 seconds.99.108.70.164 16:59, 7 August 2013 (GMT)

Wish to add a new resource:Edit

http://rp.eliteskills.com/skyrim.html

I've been using it for quite a while, very practical, plain, very clear and concise. If I have permission, or someone else wishes to add it, I think others would benefit from it as well :) ~ Featherpaw (talk) 04:29, 28 April 2013 (GMT)

Contradiction re. Purity perk?Edit

Currently the wiki says:

‡ Although the in-game perk tree indicates that the prerequisite perk for Purity is Snakeblood, in fact the only required perk is Experimenter.
This issue has been addressed by version 1.9.26.0.8 of the Official Skyrim Patch; the Purity perk no longer requires the Experimenter perk.

Um... is it me, or is there something wrong with this statement? I'm wondering if the second line is supposed to say "the Purity perk no longer requires the Snakeblood perk."

Does Purity require Snakeblood (as suggested by the perk tree) or Experimenter (as suggested by the original text)? Baratron (talk) 04:38, 30 April 2013 (GMT)

It wasn't actually a contradiction per se, you just had to twist your brain into knots to understand it. It does indeed no longer require the Experimenter perk, as stated, but what was meant was that it requires Snakeblood instead, as the perk tree graphic would suggest. Robin Hood  (talk) 05:41, 30 April 2013 (GMT)

Legendary Alchemy SkillEdit

I'm not sure if this is supposed to be happening or not, but something screwy is going on with my current game. I've been repeatedly reseting my Alchemy skill using the legendary function to pick up extra perk points (I've enchanted a ring for alchemy that is makes potions millions of times stronger, so I can go from 15 to 100 in one shot). But now that I'm attempting to create new potions, they are much more powerful than they should be. For example, with Alchemy skill at 100 and all perks selected, no enchanted equipment, combining a hagraven claw and snowberries creates a fortify enchanting potion that says for 30 seconds, items are enchanted 320% stronger. From previous experience I know that's way stronger than it should be. Did something get stuck? Are my repeated gains in Alchemy skill somehow cumulative?? Either my current game is bugged somehow or I'm not understanding how the legendary function works. Could someone shed some light on that? Thanks.

KolokoL (talk) 02:04, 9 August 2013 (GMT)

So I ran it one more time for kicks and giggles (put on ridiculous ring, reset skill to 15, make potion that shoots me to 100), and now it says the same potion is 322% stronger. It seems as if my gains are cumulative...is it supposed to be this way? KolokoL (talk) 02:10, 9 August 2013 (GMT)

External Resource: AlcheMoney ImprovementsEdit

I recently downloaded AlcheMoney, one of the External Resources on this page and was disappointed to see it did not include the ingredients added by DLC such as Dragonborn. Due to my programming experience, I altered it to include them, making no further alterations - in effect, the copy I have now includes every official addon ingredient in addition to every feature it had previously. As I do not want people who may not know how to alter it to be left out, I would like to know if there would be any possible way to include the .zip file I recompressed it to on this site - any way I might be able to upload it so people could download it while a link remains to the original site for people who do not have the DLC. Preferably uploaded to this site instead of an alternate file hosting site, as many people are (justifiably) wary of using such sites. For clarification purposes: the link would remain untouched - there would simply be an additional link next to it for download of the Dragonborn version. -ChaoticAscension (talk) 09:41, 30 August 2013 (GMT)

56 mixtures to learn all base effects is partially incorrect.Edit

Discussion moved from User talk:Daveh

I just went through all 56 potions and while it does learn most of the effects, it misses at least 33. It really isn't close to being fully accurate. It is a step in the right direction but maybe some alchemy guru might like to tackle that article. Ingredients not completely learned through the 56 potions:

Bee, Briar Heart, Chaurus Egg, Creep Cluster, Daedra Heart, Dragon Tongue, Elves Ear, Fire Salt, Frost Mirriam, Frost Salt, Giant Lichen, Grass Pod, Hawk Beak, Hawk Feathers, Ice Wraith Teeth, Juniper Berries, Lavender, Moon Sugar, Orange Dartwing, Pine Thrush, Powder Mammoth, Sabre Cat Tooth, Scaly Pholiota, Slaughterfish Egg, Slaughterfish Scales, Small Antler, Small Pearl, Spider Egg, Swamp Fungal Pod, Torchbug Thorax, Tundra Cotton, and Vampire Dust.

Note: This may not be all that was missed either as I ate most ingredients before testing, so I would miss any first ingredient. — Unsigned comment by Crpgnut (talkcontribs) on 7:02, 22 December 2013

After carefully reading the description, it is obvious that the list was never meant to reveal all effects for all ingredients, only all the possible effects. Silence is GoldenBreak the Silence 17:26, 22 December 2013 (GMT)

Poisoning WeaponsEdit

Moved to UESPWiki:Community Portal#Poisoning Weapons

I've been looking and looking, but I cannot find any information regarding poisoning weapons. I've looked under multiple sections (Poison Damage, Weapons, Alchemy) and I cannot find any info. I do see in the Archives where it was brought up, but it doesn't appear any info was ever added. Is it possible that something could be added? Doesn't seem to me that this would be complete without at least a brief description of the game mechanic, or an in-depth one if warranted. --Draagyn (talk) 17:48, 31 January 2014 (GMT)

I had forgotten that I had asked the same question over a year ago with no response. This definitely needs to be added to an article or articles somewhere; this one, Skyrim:Potions, Skyrim:Damage, and/or Skyrim:Combat. If we can't get consensus here, it should be brought up on the Community Portal. --Xyzzy Talk 05:35, 1 February 2014 (GMT)
So, it appears that this is going to need to be solved by the route of using the Community Portal. Forgive me, as I am new here, but I'm utterly confused as to how to take that next step. --Draagyn (talk) 22:14, 17 February 2014 (GMT)
You merely post it on the Community Portal as a new topic, same as any talk page. I'll copy this conversation myself, since I want to reply to it as well. :) -damon  talkcontribs 22:24, 17 February 2014 (GMT)
Awesome. Thanks for the help. --Draagyn (talk) 16:31, 18 February 2014 (GMT)

Restoration affect alchemy?Edit

Does restoration affect alchemy? It would be cool— Unsigned comment by [[User:{{{2}}}|{{{2}}}]] ([[User talk:{{{2}}}|talk]] • [[Special:Contributions/{{{2}}}|contribs]]) at 01:32 on 5 March 2015‎ 67.161.110.240

I can't think of any reason why that would be the case. •WoahBro►talk 02:00, 5 March 2015 (GMT)

EquationEdit

The page currently gives the following as part of the equation for alchemy: SkillMult: 1 + fAlchemySkillFactor x (Skill/100) - (Skill/100)

That would mean that your alchemy effectiveness decreases as your skill goes up. That can't possibly be right. I believe it should be simply: SkillMult: 1 + fAlchemySkillFactor x (Skill/100) 76.23.132.246 03:36, 27 May 2016 (UTC)

Looks okay to me, though I haven't compared it with actual results in-game. Try plugging some numbers into it:
Skill Formula Result
15 1 + 1.5 x 0.15 - 0.15 1.075
50 1 + 1.5 x 0.5 - 0.5 1.25
100 1 + 1.5 x 1 - 1 1.5
It goes up, as you would expect.
Although, now that you mention it, that simplifies to: 1 + (fAlchemySkillFactor - 1) x Skill / 100. Robin Hood  (talk) 20:19, 27 May 2016 (UTC)
Well I have no idea what I was punching into my calculator wrong.Lofgren (talk) 03:28, 31 May 2016 (UTC)
If it's not an intelligent calculator, it may not have been aware of the order of operations. That could've caused some really bizarre results. Robin Hood  (talk) 08:33, 31 May 2016 (UTC)

Request for new link in the Skyrim:Alchemy#Online_Resources sectionEdit

I have recently updated my (very old) Skyrim Alchemy Generator. I have corrected all known issues and removed most of the ads. I have also updated the ingredients list to include all items from all DLCs. The web form asks for one or two desired effects, then gives a list of ingredients to achieve the desired effects. Please include a link in the Skyrim:Alchemy#Online_Resources section for my web tool:

http://josh-blevins.net76.net/Skyrim/alchemy.php

Thanks. -jblev9796 — Unsigned comment by 24.159.56.86 (talk) at 02:04 on 29 November 2016

Potion effects: &
No potions can be made with these desired effects.
Ingredient Name Effect 1 Effect 2 Effect 3 Effect 4 Required DLC
Not really helpfull... Am I missing something? -- SarthesArai Talk 16:54, 29 November 2016 (UTC)
It is a bit broken. From the link you need to go Home (to the index page) to get a list of effects. Once you select a main effect you cannot change it unless you go 'back' on the browser (or Submit and then Home); there really needs to be a clear way to clear the selection in order to reselect in case of mistakes. Silence is GoldenBreak the Silence 18:40, 29 November 2016 (UTC)

Very high Alchemy skill prevents reverse pickpocket of various poisonsEdit

In the Dark Brotherhood quests, a meat vendor in Whiterun, Anoriath, has to be assassinated. It is suggested to reverse pickpocket him with Frenzy so that nearby NPCs kill him for you so that you do not generate hatred / aggression from his surviving brother Elrindir who owns the Drunken Huntsman Inn.

However, all potions I mix with all the Perk tree full for Alchemy skill have a gold value that is deemed too high so that it always gives me a 0% probability of reverse pickpocket success. Wearing no enchanted Alchemy gear, all my Frenzy potions are valued at about 2650 gold or so, that is well above the 2200 gold or so threshold for ANY reverse pickpocket success.

Two solutions seem to work.

One is to use Waking Dreams Black Book to go to clear perks from the Alchemy Skill Tree, then repopulate the perks to exclude making the strength increase perk stronger than just the one needed perk (of 40% potion strength increase) so that the remainder of the skill tree can be populated with their enabling perks.

The resulting reduction in Alchemy Skill of potion strength makes the potions created be valued at about 1250 gold and still have 90% chance of reverse pickpocket, but work on level 54 NPCs.

The second solution is to use a store bought Frenzy Poison that works on up to level 8 NPCs which still has the intended effect on the victim, Anoriath.

I did not try to stealth cast a paralyze spell on him from a very remote location, then run up to reverse pickpocket the more powerful version Frenzy potion poison. There would likely be too many witnesses to this skulduggery.

Case 2 difficulty in the thieves getting rid of bad attitude Etienne Rarnis via reverse pickpocket of very powerful Frenzy poison potion. The poison has the wrong effect so that no one in the Thieves Guild attacks / kills him.

From a sneak position at great distance within the Cistern I hit Etienne Rarnis with a paralyze spell, then sneak up to him as he comes out of it so that I can reverse pickpocket the 0% chance, powerful, valuable Frenzy potion that works on characters up to level 110. Rather than attack nearby Thieves Guild members with aggression, he runs away in isolation as though a Fear potion was administered. He is, however, steaming off Red fumes as though he was indeed poisoned.

With a vendor purchased Frenzy Poison, it is too weak and the screen caption says that Etienne Rarnis is too powerful to be affected by such a "weak" potion.

I was thinking of "attempting" to get rid of Maven Black-Briar by this method, but it seems not to work at all. 174.89.129.178 13:02, 21 December 2016 (UTC)

Last modified on 21 December 2016, at 13:02