Existential Alchemy by dafoose
Skyrim » Magic - Alchemy, potions, poisons and ingreds
Added: 10/10/2013 - 09:48PM
Updated: 13/01/2015 - 04:42PM

85 Endorsements

2.0 Latest version

643 Unique D/Ls

768 Total D/Ls

19,181 Total Views

Uploaded by dafoose


Last updated at 16:42, 13 Jan 2015 Uploaded at 21:48, 10 Oct 2013

Looking for a video maker! Please message me for details.


I come before the nexus forums to humbly present my alchemy mod.

If you want to see my imagination come to fruition or include your own imagination, I recommend you trade your hesitation for haste and contact me with your intrigue.

German Translation by Notmyhome

The original thread serving as the first draft.

Welcome to Existential Alchemy!
It's an Alchemy Overhaul modification.
It was meant to be this way from the beginning...

The Overview
-Renamed Crafted Potions
-Removed "Potion/poison of" Prefix
-10 new ingredients
-New effects overload, toll, coolant, doom, shapeshift, lumens, berserk, Aquambulant, spectralis, acute atrophy, antidote, and Fringium. 12 New effects in all.
-5 Books
-Pricing/effect power balanced
-Loot lists for current new items
-Merchant/vendor spawns drops and loot set
-Changes to vanilla recipe notes (to correspond to current alchemy)
The Details
Crafted Potions now go by different names. I renamed crafted potions for several purposes:
Convenience of Inventory and Lore. Hopefully elegance was inserted and preserved.
Here is an image containing all the effects. They were named as if alchemists themselves title the potions. For example, a potion of restore health is "life" because it restores health, which is essential to living, of course. In the game I heard characters calling it "Health Potions", not "potion of restore health", which seems redundant.

Ruin = Damage Health
Life = Restore Health
Disruptor = Damage Magicka
Magicks = Restore Magicka
Vigor = Restore Stamina
Atrophage = Damage Stamina

New effects include:
Fringium - A wabbajack poison
Coolant - Frost Poison
Doom - The End all be all of damage health poisons
Shapeshift - Turn into a Werewolf
Lumens - See in the Dark
Aquambulant - Walk on Water
Adrenaline - Dispel Magic Effects
Spectralis - Appear Spectral
Acute Atrophy - Disarm Opponent
Beserk - Gain Extra Damage
Antidote - Cure poison
Toll & Overload - Gain immense magicka, lose health.

Balance Changes:
Health Potions now restore and cost more, and Damage Magicka Regen potions are worth less gold and experience now.
No changes were made to the enhancements or improvements of magic and skills.
Ravage poisons were buffed.
Poison & Potion Tiers were given to restorative/damaging effects, in 3 tiers for variety and balance.

Overload gives you magicka for a short amount of time, but taxes your health for twice the time you had the magicka for, based on your alchemy skill level.

Skyrim Alchemy Philosophy Lecture


Effects = A unique magical property assigned as one of four features of an Ingredient.

Magnitude = The specific power of a specific effect

Properties = Reference to ingredients by purpose (healing vs poisonous)

Pure effects = The combination of two ingredients with 1 effect.

Combination Effects = The combination of 2 or more ingredients with more than 1 effect.

Population of Effects = The number of effects of one kind available.

Nerf = Reduction for balance.

Buff = Addition for balance.

Tricks = Concoctions with poisonous and restorative properties. (Damage Magicka Regen, Damage Magicka, Invisibility.)

Stratified Assignment = Organization by magnitude, grouped properties of similar effects and magnitudes.

DMR/DSR = Damage Magicka Regen, Damage Stamina Regen

Time = Seconds/minutes

Power = Scale, magnitude

Price = value of ingredient property


Understanding Vanilla Alchemy for the elegance and insensitivity contained.

Allow me to provide some disillusionment about vanilla alchemy....

1. Is Alchemy is overpowered in vanilla?

Yes, because you can level up very fast. No because that's all you can do with it: level up fast. And cry when you run out of River Betty It's overpowered because it forces you to make overpowered plays.

2. I think vanilla alchemy got it wrong: Shouldn't all potions and poisons be leveled so my inventory isn't so cluttered?!!! (-victim of OCD.)

A good alchemist shouldn't have a cluttered inventory. If you know what you're doing, you wont end up with an ordinal set of poisons and potions when you reach a higher alchemy level. Vanilla got it right.
Sell those useless potions: I'm sure a beggar will have fun with your latest DMR mix!

3. Why does Vanilla assign the same bottle to every single potion and poison you make?

I don't know, that's one of my pet peeves and I'm trying to find an alternative model assignment for that.

4. Is it weird for damage magicka regen to be so prevalent?

Yes and no. Judging by the flora, Skyrim is not a nice place for mages, considering Damage Magicka Regen is one of the most populated effects. However, I do rearrange some damage magicka regen properties on some ingredients having no business lowering the magicka regen rate of any creature and assigning more lore friendly properties to them.
Yes, some of the vanilla ingredients are not lore friendly because Damage Magicka Regen is that one potion you brew a lot of to get rich quick. This is a huge issue, so I'm nerfing it to hell.

5. So how are you going to balance an Alchemy system with hundreds of different effects and magnitudes?!!

I'm going to centralize around several concepts.

A. Mountain flowers will be my reference for comparison.

B. Rarity equals Power.

C. Combinations will reflect inherent effects (Damage health nerf for resist poison ingredients.)

D. Intuitive changes for Harmony of pricing/population/power/rarity/properties/usefulness.

E. Base potion effectiveness around Restore Health. (Concept that alchemy is the essence of life, the Conduit for magic and strength (stamina) So selling those health potions should seem tempting because of the value increase.

F. Use previous Elder Scrolls Lore for Guidance.

Maturation of the Alchemist
To give you an understanding of the Alchemy in way that is still akin to vanilla in a more elegant fashion, let us define and outline what is/is not an alchemist player at various stages in the game.

What is a Novice Alchemist?

Level 10-30 in Alchemy.

Almost all ingredients are a mystery to you. You have not encountered every ingredient and you have not experienced every effect.

You hardly ever use poisons.

Your inventory is cluttered. (As it should be, you are a novice alchemist.)

You are usually low on useful potions.

You collect every ingredient you can find to raise your alchemy. (This is balanced and the more ingredients you have = the more experience in alchemy you receive)

Your potion/poison crafting is more of a supplementation to your skill set rather than a defining factor. (for example, 10 poison is assistance, 100 poison is assassination.)

You SHOULD be poor, but not broke. (this is one of the things I'm trying to balance.)
No snake-blood.

You make simple potions for simple purposes.

Experimentation not useful to you because you need to make potions with ingredients for skill.

What is a Talented Alchemist?

Level 40-70 in Alchemy.

You've encountered almost everything out there and can take a gander at what effects new ingredients have.

You use poisons occasionally to give you an edge in combat.

Your inventory is less cluttered. (Restoration potions will not clutter your inventory but various poisons and tonics will.)

You always seem to have one or more useful potions left over.

You tend to avoid lesser ingredients when collecting but still grab a few reagents to experiment with newer ingredients.

Your poison/potion crafting is useful as a skill and can assist you in combat, but it is still not a defining factor.

You should have quite a bit of money. *enough to afford a house*

You are trying to get snake-blood.

You make more advanced potions, but they are still rather simple.

Experimentation is becoming quite useful for you so you can make advanced tonics with more complicated effects.

What is a Master Alchemist?

Level 80+

You know almost everything about the ingredients of Tamriel. New ingredients excite you.

You use poisons all the time.

Your inventory is streamlined. (Nothing clutters your inventory and you always have what you want.

You always got a potion/poison for the job.

You only grab the ingredients you need for your next batch of potions poisons.

Your poison/potion crafting defines you in combat and outside of combat. Poisons are lethal and potions are strong.

You're rich from your love potions (kidding. but sounds fun. Note to self.) And publicity as a renown alchemical routiner.

You have snake-blood.

Advanced and complex potions and poisons.

Experimentation is useful for using ingredients on the fly and testing new ingredients to maximize available ingredient inventory.

PC Specs
3.2 quad core AMD black edition
GTX 660 ti (2gigs vram)
8 Gigs DDR3 (1333 mhz)
120 gig Samsung SSD
GA-880GMA-UD2H motherboard

Check out my other mod,