About this mod
This legendary mod by Srikandi is intended to enrich Morrowind's alchemy system.
A patch - Sri's Alchemy BM Remixed - is available here: https://www.nexusmods.com/morrowind/mods/20882
Two nice books for Sri's Alchemy can be found on this page: https://www.nexusmods.com/morrowind/mods/52309?tab=files
- Requirements
- Permissions and credits
This mod is intended to enrich Morrowind's alchemy system. It has the following goals:
Make the effects of the ingredients somewhat less arbitrary by adopting
the principle "you are what you eat". In particular, if you consume
monster products (properly prepared in potions), they will give you some
of the powers of the monsters -- but they also may damage you in
predictable ways.
Add new ingredients (20 in the current version), and diversify the ingredients found in specific areas.
Previously there was too much bonemeal in tombs, scrap metal in Dwemer
ruins, Daedra hearts in Daedric ruins etc.; now there's more variety.
(Note: If you've stopped checking the urns in tombs, start checking
again now!)
Amethyst..................Sapphire...................Bone
Opal..........................Gold Nugget.............Lich Dust
Clannfear Scales.......Hunger Tongue........Bear Fat
Daedroth Claw..........Ogrim Flesh.............Bear Meat
Twilight Feathers.....Ash Proboscis...........Wolf Meat
Dwemer Pipe............Dwemer Grease........Wolf Ribs
Slaughterfish Bone...Salt Slaughterfish.....Skaal Mortar
Add new effects that couldn't previously be achieved with homemade
potions. Various resistances, minor summoning, bound weapon/armor, and
mark/recall spells are examples. (There are also new negative effects,
of course.)
Balance things a bit more, especially for the early game. Specifically, "restore health" and "restore magicka" potions couldn't
be made with ingredients which could be readily found by starting
adventurers; both of these are easier now.
Prevent NPC service alchemists and apothecaries from restocking, thus preventing the player
from obtaining infinite gold by continuously buying ingredients and
selling potions with one NPC. This limitation is balanced by the
following:
There are more ingredients in the world
NPCs now start with more kinds of ingredients and more of each one
Some NPCs have respawning chests that contain rare ingredients
Easter Egg: A certain high-level monster will now occasionally drop a
new, valuable non-ingredient item. You could see that the monster had
it, but you couldn't get it. Now you can have one too!
In order to maintain balance between the new and old effects and ingredients, it
was necessary to substantially modify the existing ingredients. Every
attempt was made to maintain those properties that had gameplay
consequences (e.g., quests).
The most dramatic change in this version is that it is no longer possible to find or make Fortify
Intelligence potions. This is an attempt to curb the exploiting of
alchemy by using fortified intelligence to make increasingly stronger
fortify intelligence potions; these super-potions could then be used to
make super-strong potions of other types, and to exploit "enchant". It
will still be possible to fortify your intelligence via spells or
enchantments; but the geometric effect witnessed previously will no
longer occur.
To compensate for the lack of fortify intelligence potions, I have made it much easier to make "fortify magicka" potions,
and have added fortify skill ingredient effects for enchant and
conjuration (the two other skills governed by intelligence).
I've also included an Excel workbook which shows the complete system as it now is, sorted by ingredient and by effect.
Features:
No more fortify intelligence potions or ingredient effects.
New effects: fortify/drain enchant, fortify/drain conjuration, fire damage, frost damage.
New ingredients: wolf ribs, wolf meat, bear fat, bear meat. (The Nords
should have something to eat besides rat!) There are now a total of 125
ingredients with Morrowind, Tribunal, Bloodmoon, and this mod.
Changes to existing ingredients to support new effects, to prevent four
matching effects on two or more ingredients, and to eliminate effects
that were only found on one ingredient.
New art for "Gravetar", which previously used the same art as holly berries.
A crude mortar and pestle found on the CD but not previously used in-game
has been added. You'll find one in Bronror the Roarer's hut, and in
random apparatus.
The art for the journeyman calcinator has been fixed; previously it used the apprentice calcinator art.
Bloodmoon ingredients have been added to random ingredient lists, so they'll be found throughout the game.
Patch by srikandi wrye adeliedreams: https://www.nexusmods.com/morrowind/mods/20882
A nice additional mod to use with this is: Two books for Sri's Alchemy https://www.nexusmods.com/morrowind/mods/52309?tab=files