Oblivion Do You Need to Know the Effect to Create the Potion

Contents

  • one Mastery
    • i.1 Mastery Perks
    • 1.ii Skill Benefits
    • one.iii Skill Increases
    • 1.4 Dialogue
  • 2 Character Creation
  • 3 Apparatus
    • 3.1 Obtaining Apparatus
    • iii.2 Forcefulness of Apparatus
  • 4 Potion Characteristics
    • 4.1 Effects
    • iv.two Ingredients
    • four.3 Weight
    • 4.4 Prices of Potions
  • 5 Calculating Potion Strengths
    • 5.1 Master Equations
    • 5.2 Most Effects
    • 5.3 Elapsing-simply Effects
    • v.4 Magnitude-Only Furnishings
  • half-dozen Tips
  • vii Letters
  • 8 Useful Potions
Skill: Alchemy
Alchemy
Governing Attribute:
Intelligence
Specialization:
Magic

Alchemy is one of the seven skills that make upwardly the Magical Arts in Oblivion. This skill allows you lot to identify the different effects of all the ingredients that you observe in Cyrodiil. These ingredients can then be used to make potions and poisons. The potency and price of the potions and poisons that yous make is adamant past your Alchemy skill level. Selling potions and poisons that you lot have created is ane of the easiest and most efficient means to get gold in the game.

In-game Description: Create potions and gain benefits from alchemical ingredients more than effectively.

Abracadabra's governing attribute is Intelligence, but Intelligence has no outcome on the potency of the potions that you make (this is very different from earlier Elder Scrolls games such as Morrowind). Furthermore, boosts in Alchemy acquired by enchantments (potions, spells, or equipped abiding effect items) have no impact on the potions that you make; the Altar of Alchemy in Frostcrag Spire is the one exception, which will improve your potions.

Yous tin can consume up to iv potions at one fourth dimension. This number does non increase at higher alchemy levels. Still, yous tin drinkable an unlimited number of potions if you hot-key them, equally long as the potions don't take duration effects. Otherwise, you lot will need to await until one of the effects has run out to start drinking once again. An unlimited number of ingredients can be eaten at once. Potions without duration effects that aren't hot-keyed can also exist drunk more than four at a time if you shut and then re-open your inventory.

Potions tin exist very powerful. For example, at the highest levels and with the best equipment, a Restore Health potion can restore 559 points of Health and a Restore Magicka potion tin can restore 1872 points of Magicka. A Damage Wellness poisonous substance tin cause 240 points of impairment, and this corporeality tin can be more than than tripled in combination with other impairment effects. Therefore, investing some time in Alchemy will unlock some of the virtually powerful effects available in-game.

If you lot would like to experiment with what types of potions and poisons are possible, effort using the UESP Alchemy Calculator . This calculator provides information on the strengths of the various effects and the ingredients that can be used to obtain them. For more information, see the Alchemy Calculator page.

You may detect a number of other calculators on the cyberspace. For easy playing with variations of recipes, y'all may try for example Darliandor'southward Abracadabra Lab or but another one.

Mastery [edit]

Mastery Perks [edit]

  • A Novice (Alchemy < 25) recognizes one of 4 potential alchemical properties of an ingredient.
  • An Amateur (Alchemy = 25-49) recognizes two of 4 potential alchemical properties of an ingredient.
  • A Journeyman (Alchemy = 50-74) recognizes three of 4 potential alchemical properties of an ingredient.
  • An Expert (Alchemy = 75-99) recognizes all four potential alchemical properties of an ingredient.
  • A Main (Alchemy = 100) can brand potions from a single ingredient. Simply the beginning effect of the chosen ingredient gets added into the potion.

Skill Benefits [edit]

Your Abracadabra skill level also affects the force (both magnitude and duration) of the potions you mash. Your Alchemy skill level is modified by your Luck (+5 Luck is equivalent to +2 Alchemy, maximum 100 Alchemy). Still, only your graphic symbol'southward base level of Alchemy and Luck are taken into account: magical enhancements or reductions (east.grand., Fortify Luck, Bleed 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.

Every bit your Alchemy level increases, then as well will the strength of your potions and the effects of Wortcraft (eating ingredients). To increment 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 preparation, yous just need to have a Mortar and Pestle in your inventory.

  • Farms are your all-time bet for finding a lot of free ingredients and raising Alchemy quickly. You lot can also find ingredients in the various Mages Guild Halls.
    • In fact, nutrient tin exist institute in most every building in Cyrodiil.
  • Infinite numbers of certain ingredients tin 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 depression to keep all the ingredients that you collect while traveling, carrying a Mortar and Pestle allows you to speedily make a potion and gain feel instead of merely discarding the ingredients.
  • Unwanted potions yield good profit when sold, and good cocky-made potions and poisons make rise upward 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 exist hard or impossible to detect another one to mix with, so eating may exist more useful. Furthermore, be careful non to eat besides many ingredients at once - excessively high magnitudes for agile effects can produce game instabilities.

See also:

  • Increasing Skills: General tips on how to improve your skills semi-naturally
  • Trainers: Pay for Alchemy lessons
  • Alchemy Grooming: Persuade a Master Alchemist to instruct you further.
  • Skill Books: Books that provide lessons in Alchemy
  • Increasing Attributes: Tips on training skills to improve Intelligence
  • Free Skill Boosts: One free Alchemy skill boost (for one point) is available during Dagon Shrine
  • Magic Items: There are multiple generic items which should fortify Alchemy. However, these enchantments practise not actually practise annihilation for the graphic symbol and are therefore useless.
  • Unique Items: A list of unique items, some of which fortify Alchemy. These practice not include leveled items such as those received from quests, or artifacts. However, since these enchantments practise not really do anything for the character, they are useless.

Dialogue [edit]

When your Alchemy skill reaches 70 or higher, NPCs will start proverb: "How nigh mixing up some potions? Yous wait like quite the alchemist."

Character Creation [edit]

The post-obit races provide initial skill bonuses in Alchemy:

  • +10 bonus: Bosmer
  • +5 bonus: Altmer; Argonian; Breton

The following standard classes include Abracadabra equally a major skill:

  • Assassin; Bard; Battlemage; Healer; Mage; Rogue; Scout; Sorcerer; Witchhunter

Apparatus [edit]

The qualities of the unlike appliance are: Novice, Apprentice, Journeyman, Expert, and Principal.

Mortar and Pestle
The Mortar and Pestle is the basic apparatus that you need to combine two or more ingredients to create a potion; it is the only required apparatus.
  • Ane effect of the Mortar and Pestle is to add to your Abracadabra skill - anywhere from 2.5 points (Novice equipment) to 25 (Master equipment).
  • Therefore, improving the quality of your Mortar and Pestle increases the prices of potions and causes small increases in the magnitude and elapsing of all effects of both potions and poisons.
Antiphon
The Retort increases the magnitude and duration of all positive effects of the potion.
  • A Retort will typically increase the magnitudes of all positive effects past 5% (Novice equipment) to 50% (Master equipment); durations are increased by 10% (Novice equipment) to 100% (Master equipment).
  • A Retort never has any effect on a toxicant, or on the negative furnishings of a potion.
Calcinator
The Calcinator increases the magnitude and duration of all effects, both positive and negative.
  • A Calcinator alone typically increases both the magnitude and duration past 3.5% (Novice equipment) to 35% (Principal equipment)
  • If a Calcinator is used in combination with a Retort, the Calcinator will typically increase the magnitude of positive effects by 14% (Novice equipment) to 140% (Main equipment).
Alembic
The purpose of the Alembic is to decrease the magnitude and elapsing of negative side furnishings in potions (not in poisons). However, there are some quirks about how Alembics really work (see Calculating Potion Strengths for details).
  • An Alembic is supposed to decrease both the magnitude and duration of negative side effects by twenty% (Novice equipment) to 200% (Master equipment).
  • In reality, a Novice Alembic may increment the magnitude and duration of negative side furnishings past equally much as fifteen%!
  • Apprentice and college quality Alembics will always subtract negative side furnishings, just the magnitude and duration are never decreased below 1.
  • An Expert quality Alembic is sufficient to ensure that all negative side furnishings e'er accept the magnitude and duration of one; upgrading to a Master quality Alembic causes no further improvement.
  • Alembics will typically increase both the magnitude and duration of poisons, even though they're not supposed to (this effect is not dependent upon the quality of the Alembic; see Calculating Potion Strengths for details).

The above statements about the quantitative bear on of the various apparatus are for typical cases; however, equally discussed in Calculating Potion Strengths, the exact impact depends upon several factors. A slice of advanced equipment's weight is the Novice weight for the type plus its force as a decimal.

Obtaining Apparatus [edit]

Novice Apparatus
A Novice Mortar and Pestle is available in the sewers during the tutorial. Cloud Ruler Temple East Fly has a full set of Novice Alchemy equipment available to Blades. Novice Alchemy equipment tin can also be stolen from the Mages Gild, or taken freely if you are a member. Ancotar keeps a consummate set of Novice Abracadabra equipment on a bench in his room in Fort Caractacus; information technology can exist stolen without his intervention before outset Zippo Visibility (attempting to do so during or after the quest may cause him to assail you). Novice Abracadabra equipment can also be bought from vendors. In improver, the Alchemy equipment at the Mages Guilds respawns, in case yous simply desire to drib in from time to time and make a potion, without carrying effectually xvi pounds of gear.
Stronger Apparatus
Higher quality apparatus tin can be bought from the diverse Alchemy vendors or plant in dungeons, particularly Conjurer and Necromancer lairs. As y'all level upwards, the quality of apparatus available also increases. The increase in the quality of apparatus does not correlate to your Alchemy skill level. When a piece of apparatus appears in random loot, in that location is a two in v take a chance it volition be a Mortar and Pestle, and a one in 5 chance for each of the other three types of appliance. The nautical chart below shows at what level each grade of apparatus can be found at vendors and in dungeons.
Quality Vendors Dungeons
Novice 1 1
Apprentice 6 5
Journeyman 14 nine
Expert 18 13
Master never 17
  • The most probable sources of stronger apparatus are Conjurer Dungeons and Necromancer Dungeons. As tin can be seen from the containers section of each of these pages, boss chests in these dungeons each have a 25% chance of containing a random leveled piece of Alchemy appliance; other containers in the dungeons each have a 10% chance. In other dungeons (e.g., Monster, Undead, or Vampire), Alchemy equipment will only appear in boss chests, with only a ten% risk. For any character who is at to the lowest degree level 17, there is an equal chance of finding Journeyman, Expert, or Master equipment.
  • One strategy for finding a full set of Master equipment is to save just outside an area with a conjurer or necromancer boss chest (and regular chests) (e.thousand., before the door to the second level of a conjurer dungeon), and then speedily run up and open the boss chest (and regular ones), reloading if it doesn't comprise the detail you want. Echo Cavern is an ideal place for this, as there are five boss chests and some regular chests in Echo Necromancer's Bedchamber, the tertiary zone. Fort Ontus Understreets also is a practiced alternative. Finally, Moss Stone Cave is another good choice, every bit there are two boss chests inside easy accomplish of the main archway.
  • Some other strategy for finding Master equipment is to get to the Temple of the Ancestor Moths and search every container inside, as it is a relatively small dungeon with no fighting required. After exiting the dungeon, you can expect 72 hours and all the chests will be re-filled with more random loot possibly containing Master Equipment.
  • Crystal ChestsSI also have 25% of containing alchemy equipment. These are scattered all throughout the Shivering Isles. Still, these do non respawn!
  • The highest level of equipment that is guaranteed to exist in Cyrodiil (without mods) is Apprentice. There are a few instances of each individual piece of Apprentice equipment. The only complete set, containing all four pieces of Amateur equipment, is housed in Fathis Aren's Tower, on the tabular array on the upper floor of the belfry. The location is related to Arrow of Extrication. It is possible to sneak past Fathis, enter the grotto, enter the tower, and have the equipment, all without killing Fathis or existence on the quest at the fourth dimension. Fathis volition not assault a Mages Social club member in proficient standing but whatever creatures present in the tower will.
  • A bug in the vendor leveled lists means that they are less likely to stock Journeyman equipment at level 15 and above than they are at level xiv, as a 2d gear up of Apprentice equipment is added to the possibilities at that betoken.
  • In the Shivering Isles, a Journeyman Calcinator (along with an Apprentice Mortar and Pestle and a Novice Alembic) can be found in the quarters of the Duke of Mania.

Strength of Apparatus [edit]

The following table shows the relative strengths of the various quality levels of apparatus. This table applies to all pieces of Alchemy equipment. These strengths determine the price, duration, and magnitude of potions and poisons.

Quality Force
Novice 0.1
Apprentice 0.25
Journeyman 0.five
Expert 0.75
Chief 1

Potion Characteristics [edit]

Effects [edit]

See the Alchemy Furnishings page for detailed information on the magical effects bachelor in Alchemy.

Your potions/poisons tin comprise multiple effects. The potion-creation screen volition prove up to 5 effects. In fact, upward to eight effects can be simultaneously present in a single potion/poisonous substance (all will exist shown when you await at the vial in your inventory).

Any mixture containing even just one positive effect will produce a potion. Potions are colored pink in your inventory and when i is activated, your character volition beverage it. If there are whatsoever negative side effects also independent in the potion, you lot volition be afflicted by them.

Whatever mixture containing exclusively negative effects will produce a toxicant. Poisons are colored dark-green in your inventory. When activated, the poison will be applied to your active weapon; the next time you use the weapon your target will exist poisoned. For a melee weapon (blade or edgeless), the poison will only be used if your weapon strikes an histrion (creature or NPC). Hitting an inanimate object will not apply up the poison. When attached to a bow, however, a poison is used up on the adjacent shot, whether it lands or not. Even if y'all pick upward the arrow that you just shot, the poison is wasted.

Ingredients [edit]

Run into the Ingredients page for more data on the ingredients available in the game. See the Ingredient Locations page for help finding larger quantities of sure ingredients.

The strength of a potion is not influenced by which ingredients you apply. For example, a Pumpkin + Watermelon potion volition accept the same Restore Fatigue magnitude and duration as a Flour + Apple potion (only the weight will exist affected, with the caveats described nether Weight). Including three or fifty-fifty four ingredients with the same effect will non increase the potion strength. Finally, on the potion creation page, the slots that you utilize and their club have no issue: e.g., you tin put your ingredients in slots 1 and ii, i and four, or three and four. However placing the same ingredients in different slots may atomic number 82 to a different order of effects for multi-effect potions, which tin consequence in 2 (or more) potions with the same effect, cost and weight being unable to stack with each other in your inventory.

Weight [edit]

The simple dominion is: the weight of the potions you create is calculated as the boilerplate of the weight of the individual ingredients used to brand the potion.

The total rule is a bit more complicated. The weight of a specific potion is adamant by the ingredients used the first time you brand that potion. Thereafter, whatsoever identical potion will have the same weight. Identical means the potion must have the aforementioned name, the same list of effects (in the same order), and the aforementioned magnitude and elapsing of each individual event, but not necessarily the same ingredients.

So, if you are whipping up a large batch of Restore Fatigue potions from all the nutrient y'all are carrying, if your first potion is made with a Watermelon and a Pumpkin, then all your subsequent Restore Fatigue potions will be abnormally heavy (v pounds!), even if they are made with other lighter ingredients. It's quite possible due to this oddity that yous will end more encumbered after an Alchemy session than yous were before you lot started. Thus, the best practise is to utilize your lightest ingredients first, and only utilize the heavier ones afterwards. Yous also may want to hold a few light ingredients for each time your Alchemy skill level increases.

You can escape the "Watermumpkin Catastrophe" in a few ways:

  • Change Skill Level - When your Alchemy skill level increases, the potion strength generally goes up; at that point the weight is recalculated (annotation that this tin can happen mid-session if you lot are churning out a big batch of identical potions: pay careful attending to catch the sound cue that says your level simply went upwards).
  • Modify Equipment - Changing alchemy equipment will modify the potion strength.
  • Modify Potion Name - The most reliable way is simply to rename your potion. Fifty-fifty small edits (adding an extra space, adding a number at the cease) are sufficient to strength the game to consider this to be a new, dissimilar potion and recalculate the weight. The only disadvantage is that yous may forget to utilize the new name on a subsequently batch of potions.
  • Keep Samples - You may also desire to hold 1 sample (don't sell or apply them all) of each kind of potion you regularly make in society to refer to it. For instance: If y'all are attempting to make a potion of Restore Fatigue using Breadstuff Loaf and Lettuce that will accept the effect of 9 for 34 seconds, merely your inventory sample shows your previous best was viii for 31 seconds, you may be about to brand a "Pumpmellon" mistake. It would be better in this instance to first use light ingredients similar a Strawberry and a Radish to brand ane very light potion (weighing 0.ane). The reward is: if this were the first instance of Restore Fatigue having the improved consequence, information technology would forcefulness all the subsequent potions fabricated using Staff of life Loaf and Lettuce to exist very light as well. If you regularly maintain samples and a reserve of a few light ingredients, all of your potions for Restore Fatigue, Restore Health, Restore Magicka, Burden, Harm Fatigue, etc. should weigh 0.i each.

Prices of Potions [edit]

The price for which you tin sell your potions (and poisons) is determined by your Abracadabra skill level (modified by Luck) and the quality of your Mortar and Pestle. The number of ingredients, cost of the ingredients, number of alchemy effects, and quality (or even presence) of other alchemy equipment have no result. The price of a potion can exist calculated from:

Price = (Effective_Alchemy + MortarPestle_Strength*25) * 0.45        

The prices are e'er rounded down (and then if yous calculate a toll of 8.95, the actual price volition be 8 gold). Therefore, custom potions tin can range in price from iii to 56 gold.

All the same, the same quirk described higher up for Weight also applies to the potion toll. In other words, the toll is fix the kickoff time you make a specific potion; all subsequent potions with the same name, same abracadabra effects, and same forcefulness volition accept the same cost.

This may exist about apparent when making Cure Disease potions. Since Cure Illness potions have no force, the price ends up existence determined by your level the start time you make a Cure Disease potion. On the ane paw, information technology makes sense that ii potions that accept the same effect should take the same price. On the other hand, it makes no sense that two Cure Illness potions made by ii level 75 alchemy characters should have unlike prices, and in particular that the potion made by the outset-timer will cost more than that made by a character who has been making them continually since the starting time of the game.

The same tricks described for weight can exist used to strength price increases. For potions such as Cure Disease that do not have a forcefulness, renaming the potion is the only option.

Computing Potion Strengths [edit]

The equations to determine potion strengths are based on the aforementioned equations used to determine the magicka costs of custom spells, using the same effect Base Costs provided on the Spell Effects page. For all potions and poisons made using only a Mortar and Pestle, the Magicka cost (i.due east., the amount of Magicka that would be required to cast an equivalent spell) is merely:

Magicka_Cost = Effective_Alchemy + MortarPestle_Strength*25        

where:

Effective_Alchemy = Alchemy_Skill_Level + 0.4*(Luck_Level-50)        

The Effective_Alchemy is set by the character's base levels of Alchemy skill and Luck (i.e., completely ignoring whatever agile Fortify, Harm or Drain effects), and has a maximum value of 100 and minimum of 0. (The only Fortify Alchemy alchemy effect that will make a divergence is the Alchemical Brilliance spell of Frostcrag Spire's Altar of Alchemy; even with the chantry, nevertheless, your maximum Effective_Alchemy is still capped at 100). Note that attributes such as Intelligence do not take any effect.

It seems that Bethesda intended to use this unproblematic equation to determine a base of operations magnitude (Base_Mag) and base duration (Base_Dur) for whatsoever effect; these base values would be applicable for a given Effective_Alchemy and quality of Mortar and Pestle. Then a set of Chief Equations would be used to add together in the effects of all the other apparatus (Retort, Alembic, and Calcinator). However, in implementing this system, Bethesda seems to have fabricated a few mistakes, and so, in fact, the system is overly complex, with several exceptions that crop up in various situations.

To start with, there are several different equations for the base magnitudes and base durations. Some effects (Duration-Only Effects) only have a Duration (Magnitude always = 1). Other effects (Magnitude-Just Effects) only accept a Magnitude (Duration always = 1). For the remaining effects, the base of operations duration is divers to be four times the base magnitude. Subsequent sections detail the exact equations used to determine the base magnitudes and base durations for each of these situations. These equations have all been incorporated into the Alchemy Calculator, if you would like an easier way to figure out a given result's magnitude and duration.

Caveat: The following equations have not yet been tested on a Master Calcinator (they have been thoroughly tested for all other xix pieces of abracadabra equipment). All the same, there is no reason to believe that they should not apply equally to a Master Calcinator.

Master Equations [edit]

Taking the base durations and magnitudes (as provided in subsequent sections), the master equations are then:

          Magnitude = Base_Mag * (1 + Calc_Fac*Calcinator_Strength                            + Ret_Mag_Fac*Retort_Strength                            - Alem_Fac*Alembic_Strength)  Duration  = Base_Dur * (1 + Calc_Fac*Calcinator_Strength                            + Ret_Dur_Fac*Retort_Strength                            - Alem_Fac*Alembic_Strength)        

The Ret_Mag_Fac and Ret_Dur_Fac factors are ever zero for negative effects; the Alem_Fac factor is cipher for all positive effects and for all poisons (Alem_Fac but affects negative side effects in potions, although the presence of the Alembic will impact poisons - see below). However, equally detailed below, there are multiple exceptions to these equations. See here for an explanation of potions versus poisons, but the short version is that a poison has no positive effects and a potion has at least one positive effect. Notation that since the but Magnitude-Only effect, Dispel, is considered positive, so at that place are no Magnitude-Simply poisons.

In all cases, the final magnitudes and durations are rounded such that 4.5 is rounded upward to five; iv.49 is rounded downwardly to 4. The minimum values for the elapsing and magnitude are e'er ane.

The following table provides the factors to use in this equation.

Nearly Furnishings Duration-Just Magnitude-Only
Calc_Fac 0.35 0.25 0.iii
Ret_Dur_Fac 1 0.35 North/A
Ret_Mag_Fac 0.five N/A 0.5
Alem_Fac ii ii 2^

^Always 0 in practice, because the but Magnitude-But effect is a positive i.

The exceptions, described in more detail beneath, occur when using a Calcinator and a Retort simultaneously on a positive effect which is not Elapsing Merely, or when using an Alembic on a negative issue which is not Elapsing but.

This results in the following multiplicative modifiers to Base_Mag and Base_Dur:

Magnitude Duration
Near Positive Effects, Calcinator or Antiphon 1 + 0.35*Calcinator_Strength + 0.5*Retort_Strength 1 + 0.35*Calcinator_Strength + Retort_Strength
Most Positive Effects, Calcinator and Antiphon i + one.iv*Calcinator_Strength + 0.5*Retort_Strength i + ane.4*Calcinator_Strength + Retort_Strength
Magnitude-Only, Calcinator or Antiphon i + 0.iii*Calcinator_Strength + 0.five*Retort_Strength one
Magnitude-Only, Calcinator and Antiphon 1 + 0.15*Calcinator_Strength*Retort_Strength 1
Virtually Negative Effects, No Alembic 1 + 0.35*Calcinator_Strength 1 + 0.35*Calcinator_Strength
Nearly Negative Effects, Alembic (one + 0.35*Calcinator_Strength)*(1 + 0.35*Calcinator_Strength - 2*Alembic_Strength) (1 + 0.35*Calcinator_Strength)*(ane + 0.35*Calcinator_Strength - 2*Alembic_Strength)
Elapsing-Only Effects 1 1 + 0.25*Calcinator_Strength + 0.35*Retort_Strength - two*Alembic_Strength

Well-nigh Effects [edit]

This section provides the equations for furnishings where both the magnitude and elapsing are variable (which are the vast majority of bachelor effects).

For both positive and negative effects, at any Effective_Alchemy level and for any Mortar and Pestle quality, the base of operations magnitude and elapsing are determined from:

Base_Mag = [ (Effective_Alchemy + MortarPestle_Strength*25)/(Effect_Base_Cost/x * 4) ] ^ (1/2.28) Base_Dur = 4 * Base_Mag        

The Master Equations are simply applicable when using just a Mortar and Pestle and Calcinator. (Pieces of equipment with no consequence tin can likewise be added without invalidating the Primary Equations, i.due east. a Retort for computing negative effects or an Alembic for calculating positive effects)

In that location are 2 exceptions, however, when alternate equations must be substituted for the standard principal equations

Exception 1: For positive effects when using both a Calcinator and Antiphon , a special factor, Calc_Mag_Fac=1.4, is used instead of Calc_Fac=.35 (note these equations tin can not be used with Retort_Strength=0):

          Magnitude = Base_Mag * (1 + Calc_Mag_Fac*Calcinator_Strength                            + Ret_Mag_Fac*Retort_Strength)  Duration  = Base_Dur * (1 + Calc_Fac*Calcinator_Strength                            + Ret_Dur_Fac*Retort_Strength)        

Exception 2: For negative furnishings when using an Alembic , the equations get (note these equations can not exist used with Alembic_Strength=0):

          Magnitude = Base_Mag * (1 + Calc_Fac*Calcinator_Strength)                       * (1 + Calc_Fac*Calcinator_Strength                            - Alem_Fac*Alembic_Strength)  Elapsing  = Base_Dur * (one + Calc_Fac*Calcinator_Strength)                       * (ane + Calc_Fac*Calcinator_Strength                            - Alem_Fac*Alembic_Strength)        

Note that the Calcinator effect is included twice in both of these equations. These equations apply for negative furnishings in potions (i.east., unwanted side effects), in which example the equations are used as is. These equations are as well used for poisons (i.due east., any concoction which consists solely of negative effects), in which case Alem_Fac is e'er ready to zero. This means that poisons are affected by calculation an Alembic (the quality of the Alembic does not affair, just that you lot have information technology in your inventory).

Some implications of these equations for the negative side furnishings of potions:

  • A potion made with a Novice Alembic can actually have stronger negative side furnishings than a potion made with no Alembic at all (if y'all are using an Expert or Master Calcinator).
  • Using an Expert Alembic will always cause a 100% reduction in the magnitude and duration of side furnishings; therefore, the magnitude and duration of all side furnishings will exist 1 (reductions past 1 are never possible).
  • A Master Alembic is no better than an Skillful Alembic (both cause all side effects to have magnitude and duration of 1).

Duration-merely Effects [edit]

For several effects only the Duration is variable (i.e., Magnitude is ever 1). These furnishings are Invisibility, Night-Eye, Paralyze, Silence, H2o Breathing and Water Walking.

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

Base_Dur = (Effective_Alchemy + MortarPestle_Strength*25)/(Effect_Base_Cost/10)        

For elapsing-only furnishings, the master equation works exactly as advertised.

In other words, the Alembic quirks mentioned under Well-nigh Effects for negative furnishings exercise non apply to Paralyze and Silence furnishings. For these two negative effects, adding an Alembic has no effect on poisons. Furthermore, an Alembic will always decrease the strength of any negative side furnishings in potions.

Magnitude-Only Furnishings [edit]

For i alone consequence, Dispel, only the Magnitude is variable (i.east., its Duration is always ane). Just to guarantee confusion, this ane effect has its own set up of governing equations.

For both positive and negative effects (not that negative Magnitude-Only effects are actually available), at any Effective_Alchemy level and for any Mortar and Pestle quality, the base magnitude is determined from:

          Base_Mag = [ (Effective_Alchemy + MortarPestle_Strength*25)/(Effect_Base_Cost/x) ] ^ (1/i.28)        

The master equations work for Dispel as long equally a Calcinator and Retort are not used simultaneously. But if using both a Calcinator and Retort, a modified equation is required (this equation can not be used with Retort_Strength=0 or with Calcinator_Strength=0; because Dispel is a positive effect, an Alembic makes no difference):

          Magnitude = Base_Mag * (i + Calc_Fac*Calcinator_Strength                            * Ret_Mag_Fac*Retort_Strength)  Magnitude = Base_Mag * (one + 0.iii*Calcinator_Strength                            * 0.5*Retort_Strength)  Magnitude = Base_Mag * (1 + 0.fifteen*Calcinator_Strength                                  *Retort_Strength)        

Yes, the effects of the Retort and Calcinator are multiplied together here, not added. Although this is probably a error on Bethesda'due south function, this is the equation that governs Dispel potions. Therefore, the strongest Dispel potions are actually made using a Retort lone (because 0.five > 0.3); calculation a Calcinator weakens the Dispel effect.

Tips [edit]

  • The system for making potions is simpler in Oblivion than it was in Morrowind. If you take an ingredient selected and you click an empty space to add another ingredient information technology shows the ingredients that have matching properties. This means that you can brand money (and increase both your Abracadabra and Mercantile skills) past buying an alchemist's entire stock and matching them to brand potions. Even poisons can be sold. So whatever leftover ingredients can be either sold back to the merchant or kept to carry on to the side by side session.
  • Dissimilar Morrowind, created potions will simply comprise the ingredients' known effects co-ordinate to your Alchemy skill. Hidden effects are completely ignored (in Morrowind hidden effects would even so exist applied to the final potion).
  • Combining ingredients that have only negative effects in common creates a poison. You can apply information technology to a weapon (bow/sword) and the adjacent attack volition apply the toxicant'southward event to the enemy, ofttimes causing massive damage of proportions very difficult to achieve by other schools of magic. The disadvantage of poisons is that their upshot is usually distributed over time (i.eastward., the enemy may take several seconds to die). Annotation that if combined ingredients accept at least one positive effect in common, the effect is a "spoiled potion" (one with both positive and negative furnishings), non a toxicant, and can not be practical to a weapon. This may cause poisons that are possible to brand at lower levels become unavailable at college levels, equally positive furnishings of ingredients get unlocked.
  • Once you attain Journeyman or college, your power to create complex potions and poisons is greatly increased. Furnishings will be added to your potion if you are combining more than than one ingredient with that effect. Y'all do not seem to gain anything by using more than than ii ingredients with the same issue (potion force seems to be the same), but you tin combine unlike damage effects (burn, frost, daze, health damage) for greater forcefulness of a toxicant.
    • For case, with an Alchemy skill of 50 (can see three effects), consider combining Harrada (Harm Health, Impairment Magicka, Silence), Spiddal Stick (Damage Wellness, Damage Magicka, Fire Damage), and Vampire Dust (Silence, Resist Illness, Frost Impairment) together. The resulting poison will take the combined effects: Harm Wellness + Impairment 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 every bit being stolen.

Messages [edit]

The post-obit table provides the letters that are displayed when your Alchemy skill levels upward.

Level Message
Apprentice Your stained fingers attest to your diligence in mixing potions and learning their secrets. You are now an Apprentice of Abracadabra. All potion ingredients have four potential furnishings. You can now automatically identify the first two effects.
Journeyman Your stained fingers adjure 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 tin at present automatically place the first three effects.
Practiced Your stained fingers attest to your diligence in mixing potions and learning their secrets. You are now an Expert of Abracadabra. All potion ingredients take four potential effects. You lot can now automatically identify all the furnishings.
Master Your stained fingers adjure to your diligence in mixing potions and learning their secrets. You are now a Main of Abracadabra. Normally it takes two or more ingredients to make a potion. Every bit a master Alchemist, you lot tin create a potion from a single ingredient.

Useful Potions [edit]

For lists of useful potions that can be made, come across Useful Potions.

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Source: https://en.uesp.net/wiki/Oblivion:Alchemy

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