Skyrim Special Edition

[ Alchemy Redone (0.4) ]

Ingredient Effects Spreadsheet : https://docs.google.com/spreadsheets/d/1-wDwNkubgxdo1AeZbOd0MRk9CD4XeZ46



[ Mechanics Changes ]

  • Crafted potions have 1/10 value.
  • All bought potions have fixed prices.
  • Strength of crafted potions reduced at the beginning, but scales up with Alchemy level. At the start of the game, you can make potions as good as deficient tier, with standard ingredients (excluding common flowers and butterflies - those are weaker)
  • Fortify Alchemy enchantment has lowered magnitude (up to 10% per slot).
  • Duration of magnitude-based potions and poisons are rearranged, now having fixed duration depending on type, not by ingredients used or tiers in case of bought potions.
  • Bought potions and poisons have fixed values, depending on usefulness of the effects.



[ Ingredient Effect Modifiers ]

  • Ingredients have more simplified rule for magnitude and duration. Instead of having individually adjusted mag/dur for all ingredients (Requiem), most ingredients have same baseline with some ingredients & effects having extra multipliers, similar to vanilla. But instead of each effects having different multipliers (like 1.33x, 1.5x, 2x, etc), they all have generalized multipliers. You just need to know if the ingredient has a modifier or not, instead of having to click them one by one at the Alchemy Lab.
  • Magnitude effects get only magnitude modifiers, duration effects get only duration modifiers. For example, Salmon Roe with 12.5x mag but 5 sec duration for Fortify Magicka is changed to just 1.5x magnitude with same duration.
  • Potency Modifiers are as follows :
-1 : 0.5x, vanilla negative modifier
+0 : 1.0x, standard ingredients
+1 : 1.5x, vanilla positive modifier (e.g. Rare Curios ingredients)
+2 : 2.0x, rare ingredients (e.g. Elemental Salts)
+3 : 4.0x, boss drops or very rare ingredients (e.g. Daedra Heart, Strange Remains)
  • Vanilla ingredients that had any negative modifier will be -1 potency, anything else that had positive modifier will be +1 potency. Most of the Requiem edits to ingredient potency are nullified, and will carry over vanilla modifiers (e.g. Nirnroot no longer has high Resist Magic magnitude)
  • +2 and +3 are given to ingredients that I found rare or special, despite them not having any modifiers in vanilla. Elemental Salts have several +2 modifiers, +3 for only the rarest.
  • +1 ingredients can make potions as strong as max-level bought potions with fully perked 100 Alchemy. Rare Curios ingredients, to be covered in future updates, will provide all effects with +1 modifiers, so you will be able to make all type of potions as good as bought potions.



[ New Effects ]

  • Damage Strength : creature yield ingredients with Damage Stamina Regeneration are changed to Damage Strength, reducing attack damage.
  • Silence : magical ingredients with Damage Magicka Regeneration are changed to Silence, which prevents targets from casting spells with magicka (currently charged spell, scroll/staves can still be used).
  • Fortify Speed : vanillla Fortify Light Armor is changed to Fortify Speed, increasing movement speed.
  • Fortify Unarmed : Restore Stamina effect in ingredients that are creatures' natural weapon (e.g. Bear Claws) are changed to Fortify Unarmed.
  • Pre-made potions and poisons with new effects are distributed to leveled lists.



[ Effect Changes ]

  • Cleansing is renamed to Dispel, and does not cure diseases. Some ingredients are changed to include Dispel effect.
- Blue Glitterdust : Waterbreathing --> Dispel
- Red Glitterdust : Damage Stamina --> Dispel
  • Fortify Magic potions increase skill level instead.
  • Fortify Block increases bash damage.
  • Fortify Sneak reduces movement noise by half as much.
  • Debuff poisons (e.g. Damage Maximum Attribute) do not stack.
  • Damage Magicka/Stamina Regeneration scale with magnitude instead of duration.
  • Fortify Smithing is added back to ingredients. Magnitude is very low.
  • Vanilla Cure Disease ingredients are added back. Hawk Feathers and Felsaad Tern Feathers have Cure Poison effect instead.
  • Vanilla Fortify Enchanting ingredients are changed to Soul Trap. Ingredients that were replaced with Soul Trap by Requiem are reverted back to vanilla effects.
  • Potions of Fortify Enchanting can be made at the cooking pot with Hagraven Claw and Spriggan Sap (rare ingredients that had Fortify Enchanting effect in vanilla). Requires you to be able to craft potions (racial proficiency or perk), and your Alchemy level determines the magnitude (moves up to next tier each 25 level).
  • Vanilla Paralysis ingredients that were changed to other effects by Requiem are changed to Slow instead, to keep consistency in theme (immobilization).
  • Few other ingredients that were changed by Requiem for no apparent reason are reverted back to vanilla effects.



[ Elemental Alchemy ]

  • You can make alchemical oils and powders at the smelter with Alchemical Lore rank 2.
  • Elemental Powders (Scroll) : powders do short range area of effect damage over time. Weighs 0.1 unit and has 0.5 sec casting time. Have custom pouch models with different colors & on-hand mesh when equipped.
- Powder of Flames : 30 pts x 5 sec fire damage, 1 Fire Salts + 1 Dwarven Oil = 6 powders
- Powder of Frost : 30 pts x 5 sec frost damage, 1 Frost Salts + 1 Dwarven Oil = 6 powders
- Powder of Storms : 30 pts x 5 sec shock damage, 1 Void Salts + 1 Dwarven Oil = 6 powders
- Powder of Silver : 30 pts x 5 sec magical damage to undead & lycanthropes, 2 Silver Ingot + 1 Dwarven Oil = 6 powders
  • Elemental Oils (Poison) : oils function like poisons, and with Concentrated Poisons perk, you get up to 3 hits per oil at 100 Alchemy. Weighs 0.5 units.
- Oil of Fire : 30 pts x 5 sec fire damage, 1 Fire Salts + 3 Dwarven Oil = 6 oils
- Oil of Frost : 30 pts x 5 sec frost damage, 1 Frost Salts + 3 Dwarven Oil = 6 oils
- Oil of Shock : 30 pts x 5 sec shock damage, 1 Void Salts + 3 Dwarven Oil = 6 oils
- Oil of Silver : 30 pts x 5 sec magical damage to undead & lycanthropes, 2 Silver Ingot + 3 Dwarven Oil = 6 oils
  • To make oils do proper damage against poison resistant enemies, you need Scrambled Bugs mod with Poison Resistance fix enabled. Otherwise, the oils will be resisted by poison resist.
  • Alchemist vendors will sell more elemental salts and dwarven oils. Powders and oils can be found wherever damage health poisons can be found.



[ Perk Changes ]

  • Alchemical Lore rank 1 reveals two effects from ingredients.
  • Alchemical Lore rank 2 requires 20 Alchemy.
  • Improved Elixirs does not have additional multiplier for Restore Attribute potions.
  • Concentrated Poisons perk does not require Improved Elixirs perk.
  • Removed additional multipliers in Purification Process perk. Now only has 1.2x multiplier and purification effect.
  • Alchemical Intellect gives 50 Magicka and 10% reduced spell cost only (spell power and Magicka regen removed).



[ Leveled List Changes ]

  • Alchemists sell more Elemental Salts and Dwarven Oils.
  • Powder of Storms can also be found in leveled lists.
  • Silence and Damage Strength poisons are distributed along with influence / paralysis / weakness poisons.
  • You get only one ingredient from harvesting plants. Creature loots are also greatly reduced, and you'll mostly get only a few for each ingredient. However, some rare ingredients that had no chance of spawning will always spawn one (e.g. Hagraven Claws)
  • Claws are removed from Sabrecat loot, and the name is reverted back to Bear Claws.



[ I4/AIT Support ]
  • Oils and powders get new icon/color with I4/AIT.

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Noxcrab