Biographies Characteristics Analysis

TES IV: Oblivion, Alchemy, Creation of potions and poisons. Poisons in Oblivion File name: oblivion potion recipes

Spell- This is an entry in the book of spells. You can get a spell either by purchasing it from NPCs who sell spells, or by creating it yourself based on the effects already known to the character using the altar at the University of Magic. As long as a spell is written in the book, it can be cast, as well as the effects included in it can be used to create new spells or enchant objects. Developing the skills of schools of magic allows the player to use more powerful spells and spend less magical energy.

When creating a new spell, effects are selected and their parameters are set:

  • Range- effect area ( Touch, To myself, On target).
  • Force- the value of the effect strength.
  • Duration- effect duration.
  • Region- radius of effect.

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Some effects may not have separate parameters (for example, the effect Water breathing no parameter Force, and the effect Open no parameter Duration), other effects have limited parameters (for example, the effect Enchantment parameter Range can't be To myself). Also, effects of the same type that affect characteristics (of the character and other creatures) are stored in the list of studied effects as one general effect, when included in the spell the characteristic is selected (for example, the effect Increase Dexterity comes from the overall effect Increase characteristic), and it is enough to buy a spell with an effect for only one of the characteristics. The same applies to effects that affect skills.

Scroll- This is an item that makes it possible to apply the effects included in it once, after which it disappears. Essentially, it is a one-time spell that takes up inventory space among other items and does not require magical energy to use. Effects from scrolls are not available for creating spells and enchanting. It is also impossible to create your own scrolls.

Alchemy

Ingredients- these are items like leaves, meat, seeds, etc. They can either be eaten to apply the first of the effects included in them (the remaining effects are not used in this case), or they can be used to make potions from them. Most ingredients have four effects, but some have fewer (for example, Raya Mankar Camoran's plants only have one effect). At the beginning, the player has access to only one effect for all ingredients, but when moving to each next skill level Alchemy One effect is revealed to the player. Also with the development of skill Alchemy The strength of potions made by players and their price increases.

Potions are prepared from ingredients using a mortar and pestle, but three other alchemical tools can be used for additional processing: the retort, the alembic, and the calciner. Skill determines the quality of the potion Alchemy and the quality of alchemical instruments (each unit has one of five quality levels - from “Novice devices” to “Master devices”). A potion inherits from ingredients effects that are contained in more than one ingredient. Since the ingredients contain not only beneficial effects, but also negative ones (for example, Reduce health, Paralysis), then the potion can also have negative effects, so it is important to have a distillation cube, which reduces their strength and duration. As with scrolls, effects from potions are only available for immediate one-time use. Potions in which negative effects dominate are poisons and can be used to poison weapons and opponents.

You may find a number of other calculators on the net. For easy playing with variations of recipes, you may try for example Darliandor's Alchemy Lab or just another one.

Mastery [edit]

Mastery Perks [edit]

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

Skill Benefits [edit]

Your Alchemy skill level also affects the strength (both magnitude and duration) of the potions you brew. Your Alchemy skill level is modified by your Luck (+5 Luck is equivalent to +2 Alchemy, maximum 100 Alchemy). However, only your character"s base level of Alchemy and Luck are taken into account: magical enhancements or reductions (e.g., Fortify Luck, Drain 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.

As your Alchemy level increases, so too will the strength of your potions and the effects of wortcraft (eating ingredients). To increase 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 training, you only need to have a Mortar and Pestle in your inventory.

  • Farms are your best bet for finding a lot of free ingredients and raising Alchemy quickly. You can also find ingredients in the various Mages Guild Halls.
    • In fact, food can be found in nearly every building in Cyrodiil.
  • Infinite numbers of certain ingredients can 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 low to keep all the ingredients that you collect while traveling, carrying a Mortar and Pestle allows you to quickly make a potion and gain experience instead of just discarding the ingredients.
  • Unwanted potions yield good profit when sold, and good self-made potions and poisons make rising up 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 be difficult or impossible to find another one to mix with, so eating may be more useful. Furthermore, be careful not to eat too many ingredients at once - excessively high magnitudes for active effects can produce game instabilities.

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

Base_Dur = (Base_Mag = [ (edit ]

  • The system for making potions is simpler in Oblivion than it was in Morrowind. If you have an ingredient selected and you click an empty space to add another ingredient it shows the ingredients that have matching properties. This means that you can make money (and increase both your Alchemy and Mercantile skills) by buying an alchemist's entire stock and matching them to make potions. Even poisons can be sold. Then any leftover ingredients can be either sold back to the merchant or kept to carry on to the next session.
  • Unlike Morrowind, created potions will only contain the ingredients" known effects according to your Alchemy skill. Hidden effects are completely ignored (in Morrowind hidden effects would still be applied to the final potion).
  • Combining ingredients that have only negative effects in common creates a poison. You can apply it to a weapon (bow/sword) and the next attack will apply the poison"s effect to the enemy, often causing massive damage of proportions very hard to achieve by other schools of magic. The disadvantage of poisons is that their effect is usually distributed over time (i.e., the enemy may take several seconds to die). Note that if combined ingredients have at least one positive effect in common, the effect is a "spoiled potion" (one with both positive and negative effects) , not a poison, and can not be applied to a weapon. This may cause poisons that are possible to make at lower levels become unavailable at higher levels, as positive effects of ingredients get unlocked.
  • Once you reach Journeyman or higher, your ability to create complex potions and poisons is greatly increased. Effects will be added to your potion if you are combining more than one ingredient with that effect. You do not seem to gain anything by using more than two ingredients with the same effect (potion strength seems to be the same), but you can combine different damage effects (fire, frost, shock, health damage) for greater strength of a poison .
    • For example, with an Alchemy skill of 50 (can see three effects), consider combining Harrada (Damage Health, Damage Magicka, Silence), Spiddal Stick (Damage Health, Damage Magicka, Fire Damage), and Vampire Dust (Silence, Resist Disease , Frost Damage) together. The resulting poison will have the combined effects: Damage Health + Damage 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 as being stolen.

Messages [edit]

The following table provides the messages that are displayed when your Alchemy skill levels up.

Level Message
Apprentice Your stained fingers attest to your diligence in mixing potions and learning their secrets. You are now an Apprentice of Alchemy. All potion ingredients have four potential effects. You can now automatically identify the first two effects.
Journeyman Your stained fingers attest 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 can now automatically identify the first three effects.
Expert Your stained fingers attest to your diligence in mixing potions and learning their secrets. You are now an Expert of Alchemy. All potion ingredients have four potential effects. You can now automatically identify all the effects.
Master Your stained fingers attest to your diligence in mixing potions and learning their secrets. You are now a Master of Alchemy. Normally it takes two or more ingredients to make a potion. As a master Alchemist, you can create a potion from a single ingredient.

Useful Potions [edit]

Alchemy

Alchemy is one of the seven magical sciences, knowledge of the basic principles of which allows one to determine the magical properties of ingredients and create potions and poisons from them, combining like with like.

What are the ingredients? These are substances of a mostly organic nature, decomposed into their simplest components by magical means, they can be collected from plants, the bodies of killed creatures, found in various containers and rooms, bought or stolen (more detailed information about this is presented in the table of ingredients).

Typically, each ingredient has four properties (with the exception of a few with one), the ability to determine them depends solely on the experience of the alchemist. A beginner (alchemy less than 25) knows only the first of the four alchemical properties of an ingredient, a student (alchemy 25-49) knows about the first two properties, a specialist (alchemy 50-74) knows the first three properties, an expert (alchemy 75-99) knows all four alchemical properties of an ingredient, a master (Alchemy 100) can create a potion from a single ingredient, and the potion will only have the property of the first effect of the selected ingredient.

Making potions

Potion Creation Window

There are two ways to use ingredients in alchemy: herbalism and the preparation of potions and poisons. Eating an ingredient (herbalism) allows you to release its essence (the first effect) and experience its effects, which are short-lived and very weak. Such tests increase alchemy experience by 0.5 points for each ingredient eaten. Much greater results can be achieved when creating potions - by combining two, three or four ingredients with the same properties, an experienced alchemist obtains very effective elixirs and poisons. For each potion prepared, alchemy experience increases by 5.0 points (regardless of the number of ingredients used). The potion creation window opens when you click LMB on any of the alchemical devices in your inventory.

The resulting potion can have multiple effects (up to eight), depending on the original ingredients, and it is possible that not all of them will have a positive effect. If all the effects are harmful, then the created potion is poison.

With increasing experience in alchemy and discovering new effects of ingredients, it may happen that a potion prepared according to an old proven recipe suddenly turns out to be burdened with a negative effect - which is sad, of course, but the situation is much worse when, when creating a poison, a previously unprecedented positive property suddenly appears.

Devices

To prepare potions (grinding and mixing ingredients), you must have mortar and pestle- and this is the only necessary device. The presence of other apparatus (retort, calciner and alembic) is desirable to improve the quality of potions. Of them:

  • retort increases the magnitude of positive effects and the duration of their action in potions (does not affect poisons),
  • calcinator increases the magnitude and duration of all effects of potions and poisons,
  • alembic reduces the magnitude of negative effects and the duration of their action in potions, and on the contrary increases them in poisons (provided that there is also a calciner in the inventory at the same time).

There are the following types of devices, the use of which affects the quality of the potion in the form of the resulting numerical values ​​of the effect sizes, their duration and the cost of the potion (as a percentage of the possible values ​​at a given level of Alchemy skill):

Details about the influence of all devices in digital terms can be found in the appendix.

Where can I get the devices? In GM departments, in forts, ruins and caves, Novice-level devices are always fixedly placed, but in several places, as an exception, there are Apprentice-level devices. Depending on the hero’s level, devices can be purchased from alchemist merchants or found in certain containers (with a 25% or 10% chance of devices appearing in them) in necromantic and sorcerer forts, ruins and caves, also in the gates of Oblivion. Below is data from CS, starting from what level of the hero you can buy or find different devices:

Places where there are containers with a 25% chance of finding devices:

  • Ayleid ruins:
    Sardavar Leed, Ceyatatar, Varondo, Beldaburo, Belda, Vindasel, Wendelbek, Silorn, Elenglynn, Mackamentain ), Garlas Agea, Hame, Nenyond Twyll;
  • forts:
    Entius, Rayles, Black Boot, Arkved's Tower, Teleman, Cuptor, Magic, Doublecross, Istirus , Linchal, Ontus, Variela;
  • caves:
    Lake Arrius Shrine, Fieldhouse Cave, Sage Glen Hollow, Moss Rock Cavern, Echo Cavern, Kindred Cavern), Bramble Point Cave, Dark Fissure, Blood Run Cave.

Alchemy Skill

In addition to the quality of the devices, the potions created are affected only by the level of the Alchemy skill, and increasing it above 100 by any means makes no sense. Intelligence, which controls Alchemy, does not affect potions in any way, and it does not matter which ingredients to use, the ingredients are important only for calculating the weight of the potion, which is discussed below.

Increase skill with a spell Upgrade: Fortify Alchemy or with the help of things enchanted to increase this skill, does not affect the potions created in any way. There is only one exception - a temporary increase in the Alchemy skill by 15 units, which occurs in the alchemy laboratory from the official Wizard's Tower plugin, is taken into account when creating potions. An implicit increase in Alchemy through an increase in the Luck attribute (spells, potions or enchanted items) is also effective ), which can be calculated using the formula given on UESPWiki -

SkillModifiedByLuck = SkillInQuestion + 0.4 * (Luck - 50)

where SkillModifiedByLuck is the value of the skill modified by Luck, SkillInQuestion is the current value of the skill, Luck is the value of the Luck attribute.

You can see more details about calculating the magnitude of effects and their duration in created potions in the appendix.

Weight of potions created

The weight of potions is calculated as the arithmetic average - the total weight of the components used is divided by their number. In the inventory, the weight is indicated in whole numbers with the fractional part discarded, and if the weight turns out to be less than 1 pound, then in the form of a fraction with all digits after the first decimal discarded.

Any identical potion (made with the same alchemy skill and using the same machines) will have the same weight as a potion with the same name, with the same list of effects, with the same magnitude and duration of each effect. For example, after becoming an Apprentice, you can make the first potion with the Feather effect from Flax Seeds and Sweetcake with a weight of 0.2 lbs, if you make the same potion next from Flax Seeds and Venison. , then this potion will also weigh 0.2, despite the fact that its weight should be equal to 1. If you make potions from these ingredients in a different sequence, then an unpleasant situation arises when there may be a lot of heavy potions in your inventory. This can be corrected by waiting until the skill increases by one, changing the equipment or the name of the potion.

Cost of crafted potions

The cost of potions is determined only by the value of the Alchemy skill (taking into account the value of Luck) and the quality of the mortar (i.e. with the addition of the mortar effect to the skill, which is 25 units in the case of a master mortar, for the rest - as a percentage) with a coefficient of 0.45:

(fPotionMortPestleMult 0.25) (fPotionGoldValueMult 0.45)
Potion cost = (SkillAlchemyModifiedByLuck + MortPestleQuality*25) * 0.45

where SkillAlchemyModifiedByLuck is the value of the Alchemy skill modified by Luck, MortPestleQuality is the quality of the mortar.

Since the calculation takes into account the skill value from 5 to 100, the cost will range from 3 to 56 septims. Prices are always indicated in whole numbers with the fractional part discarded, and the same situation is typical for calculating the cost of a potion as described above for weight.

The effects of potions and poisons

It is possible to drink up to four potions at once, the next one can be drunk only after the effect of one of the previously taken ones has expired. There is no such restriction on the use of poisons.

The effect of poisons on the target can be enhanced through the correct use of vulnerabilities or weakened due to the presence of certain abilities. If the target has the Resist Poison ability, then the effect of any poison effects is reduced as a percentage (the damage amount is rounded to the nearest whole and the fractional part is discarded), the same is true for elemental defenses such as Resist Fire in the case of poisons. with corresponding elemental damage. The Resist Magic ability also weakens the effects of all poisons except elemental damage, meaning that a poison with the Fire Damage effect on a target with this ability will have a full effect.

It is possible to enhance the effect of poison if you first hit the target with a poisoned weapon and cast the spell Weakness to Poison for a few seconds - it enhances the effect of any effects of poison, similarly for elemental vulnerabilities and poisons. The Weakness to Magic effect increases the effect of all poison effects, except elemental damage -


Oblivion Walker, for collecting 15 Daedric artifacts - this is. Of course, Mary Sue aka Nerevarine is present. Given during the Assassin initiation ceremony. The bestiary for the next game in the series, Oblivion, is loosely based on all of them. The Assassin's Necklace, which is a figurine of a man with a dagger in his chest. Healing essence, mana essence, acceleration drink. But if you do dare, take plenty of health potions with you! Women's hairstyles from Oblivion / Hair packs of TES IV Oblivion for Female Only. RPG The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion. The following recipes are recommended because they are easy to find. TES IV: Oblivion.

File name: oblivion potion recipes

Skyrim / Skyrim - Alchemy (recipes) - page 2 - The Elder Scrolls V: Skyrim - Documentation, help, maps, FAQ - RPG Russia – Russian forum for RPG / RPG games


One of the most interesting and useful skills for many in TESV is Alchemy.


A few common recipes are sold from merchants, a lot can be discovered through experiments, but there are potions that are rarely found on sale, there are no recipes for them, experiments have not yet been successful, but you really want to get and use them.

Composition by Alyandon Matierri


Often despised by arrogant magicians, alchemy is a time-tested and respected discipline that can transform the life of those who understand its secrets. Understanding the mysteries of the materials used in the recipes of this art can be dangerous, but diligent research and hard work will reward the alchemist richly in the end.


To achieve success, and even before attempting practical experiments, the aspiring alchemist must understand the basic principles of this skill. Many things from our world, mostly of organic origin, can be broken down into their basic components by magical means. The more experienced the alchemist, the more capabilities of the ingredient he can unlock. By combining extracts of two or more ingredients, we get a potion that anyone can drink. (There are legends of high-class alchemists who could make a potion from even one ingredient, but such a skill, of course, exceeds the capabilities of most.)


An alchemist's potion can have multiple effects, depending on the ingredients used, and not all effects are beneficial. In many cases, completing a recipe results in a potion that combines positive and negative effects; The alchemist himself will decide which potion suits him best. (Of course, you can make a potion that only has negative effects and then use them as poisons. The author does not recommend this practice, and we will not discuss such potions further in this text.)


In fact, herbalism is the first stage of alchemy. Chewing and eating the ingredient releases its base essence, resulting in a fleeting experience. However, herbalists never achieve the results achieved by using potions made with real tools.


The mortar and pestle are the basic and most important tools of the alchemist. Without them, no ingredient can be properly prepared for use in a potion. It is recommended that the novice alchemist always keep a mortar and pestle at hand and get used to their constant presence as soon as possible. Simply grinding the ingredient is the most important step in brewing potions. When the petals of the Redworth flower are crushed correctly, they produce a powder that, when mixed with other ingredients such as ginseng, produces an antidote. (Alchemists learn this formula very quickly, since incorrect mixing of ingredients often requires urgent preparation of a second portion.)


Experienced alchemists have other tools that allow them to improve the quality of their potions. Retorts are used to purify tinctures, causing the positive effects of potions to be enhanced. By passing the mixture through an alembic, the potion can be distilled, reducing the negative effects, and the calciner is used to finally purify the mixture, increasing the impact of all its effects. While all of this equipment is not necessary for potion making itself, it is recommended to use them whenever possible.


The quality of the potion depends on the ingredients used in its preparation. Only components that have similar effects can be used to make a potion; You can combine up to four ingredients in one potion.


As an alchemist gains experience in potion making, he may discover new possibilities for making different mixtures. And while expanding a recipe can be an exciting experience, the alchemist must be careful when testing the effects that his potions have. Even traditional recipes can sometimes produce new results, not all of which will be favorable.

Potions

Potions is a method of creating different types of potions in Minecraft. This feature is available from Beta 1.9-pre3. Originally, potions had to be created in cauldrons. but Jeb and Notch came up with a different method of creating potions.


Without access to the Nether, no potion making can take place - a brewing stand is made in a workbench from cobblestones and a fire rod. Basic potions are created using Hellgrowth seeds. These items are not found in the normal world.


Potions are brewed by adding flasks of water to the brewing stand. and then adding ingredients. Initially, you need to brew one of the four main potions, then add the main ingredients to them.

A potion is a bottle, when used, your main character (hereinafter - GG) is given certain positive effects.
Poison is a bottle that, when used, for weapons(axe, sword, onion(not arrows (!), etc.), and with its further use (hitting an enemy with a weapon (arrow)) directly on the target - certain debuffs (negative effects) are “hung” on the target.

Potions and poisons are brewed using alchemical kits, the better the alchemical kits (mortar and pestle, retort, alembic, calciner) - the better the poison or potion will be. The quality of the poison or potion is also affected by the Alchemy and Luck skills. There will be no open discussion about the devices in the future.

Where can I get ingredients for potions and poisons?

Anywhere - in cabinets, from plants, from animals, etc. - any object, be it bone meal from a skeleton, or the heart of a Daedra, can become an alchemical ingredient.
Also, when you reach the highest rank in the Mages Guild, you will have a personal chest where you can clone alchemical ingredients - you put, for example, bone meal, and after a certain time there is not one item, but ten.
You can only clone certain alchemical ingredients! Some items cannot be cloned.
Also, do not put more than 1 item - this will not give any results.

A small list of potions and poisons

Amanita Cap + Thistle Seeds + Skalon Fin + Bone Marrow

Health Damage (8pt, 30s) + Electric Damage (9pt, 37s) + Cold Damage (9pt, 38s) + Paralysis (4s)

The best poison for assassins is 3 damaging effects, which over the entire duration of action inflict 915 (!) points of damage to health + paralysis for 4 seconds. If your target is not an Argonian but an ordinary NPC like a guard or a monster like an ogre - he is doomed - you can only wait (if you shot with a bow), or block his blows (if you attacked him with a sword).

Postscript is the best poison to use in the arena - usually the enemy doesn’t even have time to reach you.

Smoky Talker + Motherwort Sprout + Rat Meat + Sleepy Fern Leaf

Stamina Damage + Stamina Damage + Mana Damage + Silence

Anti-magic poison - the enemy will lose the ability to cast spells, and damage to stamina can easily knock him down.

Postscript is the second best poison to use in the arena - there are several times when you come across opponents who can incinerate your GG.

Red Algae Gas Bladder + Blister Cap + Bone Meal + Aquaroot Pod

Nighteye (91s) + Underwater Breathing (138s) + Mana Regen (83pt, 268s) + Fire Resistance (49%, 158s)

The Argonian Breath potion allows you to stay under water for a fairly long period of time, while very quickly restoring your magic, and as a bonus, protecting you from fire.

Withering Moon + Shepherd's Pie + Painted Troll Fat + Boar Meat

Health Recovery (13pt, 43s) + Health Boost (85pt, 277s) + Shield (51%, 166s) + Disease Cure + Magicka Recovery (24pt, 78s)

The best potion for warriors - increases and restores health and mana at high speed, plus it gives a shield of 51%, which gives a tangible advantage.

One of the best potions to use in the arena, Postscript can save you in a seemingly hopeless situation.