Alchemy
-...But I'm a decent alchemist.
-Member of the Guild?
-Not anymore, sir.
-Oh? And how did you leave the Guild?
-Through the roof, sir.
Terry Pratchett, "Feet of Clay"
What do a diamond and the petals of the bitterleaf flower have in common? The sparkling weightless gem worth two hundred and fifty drakes and a plant that's cheaper to buy than to drag it back from beyond the city limits?
It’s not a question of the crow and the desk, but at least it has an answer – the effect of invisibility. In fact, this property is unique to just these two in the long list of ingredients from the original Morrowind. The torments of greed afflicted those who crushed diamonds in fanciful alchemical devices for the sake of a bottle with an amazing effect. A well-deserved kick on its own to boost the illusion skill, but that's not our focus.
The goal of alchemy is to find the philosopher's stone that grants eternal youth, immortality, and transforms metals into gold. Not a single alchemist in Tamriel has ever mentioned such a substance, nor will you find a hint of it in any book. The philosopher's stone of this world has become the art of potion brewing itself.
No, immortality or eternal youth are not in your future. But assorted vials will let you drag your legs and tail (optional) a bit longer, a bit faster, and not stumble on every bump. When there's no time to wave your arms while muttering healing spells; when faced with a long underwater swim; when you need to become faster or luckier... Levitation, invisibility, resistances to elements and diseases, telekinesis...
A potion is, in effect, magic in a bottle for those who cannot cast spells. No misfires, no mana required and can replace most available spells. Only the schools of destruction and conjuration are left out of the loop – you can only poison yourself, and brawling enemies with bottles out in the expanses of Morrowind is not a common practice. Just like summoning little green gnomes after the third bottle taken.
So what about transforming base metals into gold? Everything is great here; it’s just that you won't be turning metals, but the ingredients themselves. Cheap goods bought at the nearest tavern or even found on travels are much cheaper than the resulting mixture. One could say that the craft in TES existed long before GameInformer's articles about the features of the fifth part, and its name was alchemy.
Now, let's go through everything step by step.
General Provisions.
The alchemy skill allows you to determine the magical properties of various ingredients and create potions. After use, the vial disappears from your inventory, and the character receives a temporary buff - health or magic recovery, disease cure, magical shields, resistance to elements, underwater breathing, and so on. An elixir can have from one to four effects depending on the mixed components. A high skill value allows you to see more properties of the initial materials, increases the chance of successfully creating a mixture, and receiving an effect from consuming an ingredient. It also affects the price, power, and duration of the potion's effect.
Depends on the characteristic: intelligence;
Specialization: magic;
Skill increases when:
Creating a potion +2;
Using ingredients +0.5.
Who specializes.
Races that receive a bonus in this skill:
+10 – Altmer;
+5 – Argonians, Bosmer, Bretons.
Standard classes among whose primary skills is alchemy:
Bard, Witch Hunter.
Standard classes among whose secondary skills is alchemy:
Assassin, Battle Mage, Crusader, Healer, Mage, Pilgrim, Scout, Word Warrior.
Alchemy is one of the important skills for the following factions:
Mage Guild;
Tribunal Temple.
Skill Training.
"We brew, fry, boil" - in this case, "we crush, distill, heat, and distill again." You don’t necessarily need any tools for practicing alchemy and leveling it up this way – merely eating the ingredients can help. But there's a chance that the mushroom or meat won't work (though there's a chance the potion will not be created either). Then there will be no increase in skill. And even if you get lucky – it raises your skill only by one-fourth as much as if you successfully brewed a full potion.
Teachers.
Knowledge is power. Power is money. Knowledge can be bought... A vicious circle, standing aside from the puffing over alchemical tools and frantic bulk buying of components. Trainers simplify the process of skill leveling, significantly easing your life and wallet.
Compared to any other abilities, not many can teach this. A master alchemist who trains up to the hundredth value is Abelle Hriditte, whom you can find in the Arch Hall of Valenwood.
Alchemy Level
Trainer Name
Location
100
Abelle Hriditte
Valenwood, Arch Hall
50
Anarenen
Ald'ruhn, Mage Guild
49
Galbedir
Balmora, Mage Guild
48
Ajira
Balmora, Mage Guild
42
Frog Tongue
(only for members of
Thieves Guild)
Ald'ruhn, tavern "The Rat in the Cauldron"
41
Fain Riell
Balmora, tavern "Southern Wall"
Books.
Books that increase the skill upon first reading are the best gift for both the munchkin and the simple adventurer. In this respect, they are only outpaced by a set of Daedric armor.
Title
Location
Playing at Luncheon
\- Ahnarabi (cave south of Azura's Shrine);
- Ashirbadon (cave on the first island east of Bal Fell);
- Ashmelech (tomb on the islet of Sheogorath region, the second island west of Rotaran);
- Ashurnibibi, Shrine (Daedric ruins on the island north of Hla Oud);
- Mournhold, Ignatius Flaccus's house (TR);
- Mournhold, Lelatan's manor (TR);
- Vivec, Mage Guild;
- Yassamidan, Shrine (Daedric ruins west of Ald Velothi, at the extreme northwest point of Vvardenfell).
Pie and Diamond
\- Ainath (bandit cave on the eastern shore of Vvardenfell, west of the Monastery of Holamayan, and north of Dwemer ruins Nchurdamz);
- Dabdilla (cave in the Greyslands region, south of Vos);
- Vivec, Apothecary Telvanni.
Song of Alchemists
\- Ashalmimilkala, Shrine (Daedric ruins on the island southwest of the fortress Klormaren, far west of Balmora);
- Sani (Velo-Tian tower west of Ald Daedrot);
- Shal (cave northwest of Hla Oud);
- Tel Fir, Corpusarium Depths (in the cupboard).
36 Lessons of Vivec, instruction the second.
\- Ancestral Tomb of Andasov (north of Erabenimsun camp);
- Molag Mar, Temple (Berwaso Tenim);
- Vivec, High Cathedral.
36 Lessons of Vivec, instruction the eighteenth.
\- Phantom Gates, Tower of Dawn;
- Turenunal, Library of Kagrenac (Dwemer ruins, northeast of Dagoth Ur).
Song of Uncle Sweet Roll (Bloodmoon expansion)
\- Beredit Jastal, Thirsk;
- Uncle Sweet Roll in his workshop;
- M'nashi, near Uncle Sweet Roll's workshop.
Note: here and henceforth, the TR and BM designations imply that this ingredient or book is present only in the Tribunal and Bloodmoon expansions respectively.
Potion Preparation.
...There are two types of good alchemists: athletes and intellectuals. A good athlete alchemist can leap over a table, dash through a door, and hide behind a sturdy wall in three seconds, while a good intellectual alchemist knows exactly when it's time to make a run for it.
Terry Pratchett, "Feet of Clay"
For this process, you will need at least a mortar and pestle and two ingredients that share at least one common property. You can use up to four components in total, gaining mixtures with several effects. To start, drag a mortar and pestle from your inventory onto the character's portrait. A window will open.
The upper slots display the tools used in the preparation. For this, they must be in your backpack. Clicking on the lower slots will give you access to your available substances. The Oblivion option "lay down herbs similar in effects to the crushed watermelon in my mortar" has yet to be invented by the Dunmer. Therefore, you'll have to use your brain and hands, remembering what a diamond and the petals of the bitterleaf flower have in common and choosing suitable substances from the list.
The right window shows the properties of the final product based on what you've added to the lower slots. The system automatically assigns a name to the future vial, but you can do it yourself in the corresponding line. If you're satisfied with everything, all that's left is to press the "Create" button. Depending on the alchemy skill, character luck, and intelligence parameters, you'll receive the coveted potion. Or not.
Tools.
...But a real alchemical laboratory should be stuffed full of jars and bottles that look as if created by a glassblower suffering from hiccups. And a real alchemist should not conduct experiments using a teddy bear cup as a measuring cup, because Corporal Shnobbs is bound to get upset when he can't find it in its usual place.
Terry Pratchett, "Feet of Clay"
The minimum gentleman's set is a mortar and pestle – nothing else is necessary for potion making. The cost of magical brews does not depend on whether or not a distillation cube, retort, or calciner is present, so one can conquer the alchemical market of Vvardenfell with just a mortar. Climbing the golden mountains is possible with potions of invisibility, as well as strength extraction – traders are not too picky about the properties of what they buy, as long as it’s in a bottle and bubbling.
The weight of the mixture consists of the average mass of the components, rounded down.
Mortar and Pestle. The only tool necessary for preparing a potion. Its quality will determine the initial strength of the elixir.
Distillation Cube. Reduces the strength and duration of any negative effects obtained from mixing ingredients. If none are expected, then the distillation cube is useless. It’s worth noting that the Skooma tube works similarly to this tool – but is not very suitable for alchemy due to its weak effect.
Retort. In contrast to the previous device, it enhances and increases the duration of all positive effects. It is also useless if none exist. The thing is, preparing such potions is a wasted effort. Unlike Oblivion, poisons here only have one value – commercial. And there’s also skill leveling.
Calciner. Increases the strength and duration of both bad and good effects. Equal rights, you know.
**Type**
Weight
Price
Quality
Quantity
Apprentice Distillation Cube
10
50
0.5
28
Apprentice Calciner
25
10
0.5
29
Apprentice Mortar and Pestle
5
100
0.5
65
Apprentice Retort
8
20
0.5
18
Adept Distillation Cube
7
200
1
31
Adept Calciner
18
400
1
35
Adept Mortar and Pestle
4
400
1
38
Adept Retort
6
80
1
Master Distillation Cube
5
1200
1.2
18
Master Calciner
13
240
1.2
23
Master Mortar and Pestle
3
2400
1.2
33
Master Retort
4
480
1.2
24
Grandmaster Distillation Cube
3
4000
1.5
4
Grandmaster Calciner
8
4000
1.5
6
Grandmaster Mortar and Pestle
2
4000
1.5
13
Grandmaster Retort
3
1600
1.5
5
Secret Master Distillation Cube does not exist in the game, but is present in the constructor among other appliances. It most likely wasn’t included in the final version due to the developers' oversight or intentionally – as a surprise or Easter egg. The probable reason is that the full name "Secret Master's Mortar and Pestle" is too long for the corresponding field, even if you remove the space in "Secret Master's," making it so that the "e" in "Pestle" wouldn’t fit on the line. Perhaps it was easier to remove the item entirely than fix the issue.
Tip: a good alchemical set can be easily stolen from the Mage Guild in Caldera - look on the upper platform of the tower.
Effects.
This is basically why it all starts. The properties of the components determine what you will get in the end – a potion of ice shield or levitation.
At first, you might see one or two qualities of an ingredient. Or only questions if the level of enlightenment on the path to alchemy is low – this is how effects you still cannot recognize are marked. Each substance has four or fewer properties. How many you will see will depend on your skill.
*0-14 – no visible effects;
15-29 – first effect is visible;
30-44 – second effect is visible;
45-59 – third effect is visible;
60-100 – fourth effect is visible.
But the possibility of "let's mix this stuff with that and see if we blow up" has not been canceled. If you decide to combine components whose properties match but are still invisible to you – you will get a potion.
Note: ingredients for which the specified effect is the first in the property list are highlighted in bold.
Positive effects.
**Cure Blight Disease** - removes the effect of Blight diseases, such as: *Ash Woe, Ash Sorrow, Black Heart, Chismez.*
Cure Common Disease - removes the effects of common diseases, such as: Hellish Gout, Brown Rot, Brain Sludge, Marsh Fever, Brain Ulcer, Stomach Disorder, Stone Gout, Exhaustion, Fever, Desiccation, Wet Wyrm, Wheezing, Yellow Tick, Snake-brain, Green Spores.
Cure Paralyze - dispels the effect of paralysis. Et vive la libertè!
Antidote - dispels the effect of poisoning.
Detect Creature - allows you to see all living creatures nearby the character. They will be marked on the local map with red circles. NPCs are not affected by detection. You can use "Detect Enchantment" or "Find Key" – if an NPC has an item corresponding to these criteria, it will appear on the map.
Detect Enchantment - allows you to see enchanted items - lying "out in the open", in containers or with NPCs. They will be marked on the local map with blue circles.
Find Key - allows you to see keys - lying "out in the open", in containers or with NPCs. They will be marked on the local map with green circles.
Feather - reduces the weight of your items, helping you avoid being overburdened and carry more items.
Elemental Shields - creates a shield around the character of the corresponding element. First, it increases resistance to that element, second, enemies around the character receive damage from that element. There are three types of shields: Frost, Fire, Lightning.
Boost Attribute - temporarily raises the value of an attribute. Derived attributes such as health, stamina, magic, carrying capacity, and others will be recalculated as necessary. At the end of the effect, attributes will return to base value. There are a total of eight attributes: Strength, Intelligence, Agility, Endurance, Willpower, Speed, Charisma, Luck.
Boost Attack - increases the chances of landing a successful hit with a weapon or unarmed.
Boost Parameter - temporarily raises one of the character's parameters. Under "parameters" it means: health, stamina, magic. After the effect ends, the value will return to base value minus the points used during the effect duration. That is, the parameter value can drop into the negatives. Be careful with boosting health points, or an unpleasant surprise awaits you. Amen.
Increase Max Magic - temporarily raises the maximum value of the character's magical power. However, among all the game ingredients, only one has this property – making it impossible to create a potion with this effect.
Invisibility - makes the character invisible. Suddenly, yes. Any action, such as attack, conversation, pickpocketing, picking up an item, opening a door or container nullifies the effect, making the character visible again.
Levitation - allows you to fly, or rather, walk in the air.
Light - creates a glowing area around the target, turning it into a sort of walking lamp. It can be applied to both self and others. It will last until the target dies or the effect duration runs out. And no, it’s not radiation.
Night Eye - allows you to see in the dark without the aid of lights. The enchantment only affects the caster and is not visible to others, like "light". That is, it is more suitable for stealthy movement.
Recall - teleports the caster to the point where the spell "Mark" was previously applied. However, among all the game ingredients, only one has this property – making it impossible to create a potion with this effect.
Reflect - there is a chance that a hostile spell will bounce back to its caster. "Who comes to us, that one from that and that".
Resistance to Common Diseases - reduces the chances of catching a common disease.
Resistance to Elements - reduces damage from four elements - fire, cold, electricity, poison.
Resistance to Magic - unlike the previous, reduces damage from a broader range of hostile spells, such as "Reduce Attribute", "Harm Health", "Blindness", "Encumbrance", and others. It does not protect against spells whose effects do not have a "measurable force impact", only duration – such as "Paralyze" or "Silence".
Resistance to Paralysis - increases the chance to avoid petrification. It does not reduce the duration of the effect – if the paralysis resistance fails, it will act for its allotted time.
Restore Attribute - if the value of an attribute was reduced by the "damage" effect, it will return to its base value.
Restore Parameter - returns a certain amount of parameter points over a specified period. Under "parameters" it refers to: health, stamina, magic.
Spell Absorption - there is a chance that spells directed at the character will not affect him, but will be absorbed. The magical power expended by the opponent on the spell will transfer to the character, replenishing his mana.
Fast Swimming - allows you to swim faster.
Telekinesis - allows manipulation of objects from a distance.
Water Walking - no comments.
Water Breathing - allows staying underwater longer without health damage.
**Effect**
Ingredients
Cure Blight Disease
Ash Salts
Scrap Jelly
Cure Common Disease
Chokeweed
Daedra Skin
Grave Dust
Green Lichen
Musk
Red Lichens
Willow Pollen
Cure Paralyze
Root of the Choker
Netch Skin
Scamp Hide
Willow Pollen
Antidote
Black Lichen
Ghoul Heart
Ebonite Raw
Rubras
Harm Collector
Scrap Jelly
Rat Meat
Detect Creature
Alit Skin
Ampule Pod
Thick-Spored Mushroom
Ectoplasm
Horker Tusk (BM)
Detect Enchantment
Dog Meat
Gaifa Faya
Marsh Reed
Thorns of Loramora (TR)
Find Key
Ash Sweet Potato
Diamond
Musk
Spore Pod
Feather
Heather
Ruby
Scuttle
Fire Shield
Comunica
Boost Agility
Dog Meat (TR)
Ectoplasm
Fire Salt (BM)
Noble Sedge Flowers (TR)
Rubras
Scrap Cabbage (TR)
Toxicity
Ingredients
**Designation**
1 Effect
2 Effect
3 Effect
4 Effect
Alit Skin.
Gained from the bodies of Alits.
Decrease Intelligence
Resistance to Poisons
Telekinesis
Detect Creature
Ampule Pod.
Grows in the Bitter Shore area.
Water Walking
Paralyze
Detect Creature
Decrease Willpower
Ash Salts.
Gained from the bodies of Ash Creatures.
Decrease Agility
Resistance to Magic
Cure
Blight Disease
Resistance to Magic
Ash Sweet Potato.
This plant most often can be found on plantations. Typically grows on the Azkodian Islands.
Increase Intelligence.
Increase Strength
Resistance to
Common Diseases
Find Key
Bitterleaf Petals.
Harvested from thorny bushes growing in arid regions.
Restore Intelligence
Invisibility
Decrease Endurance
Decrease Magic
Black Pollen.
These flowers are most commonly found on the Azkodian Islands.
Decrease Agility
Resistance to Fire
Decrease Endurance
Light
Black Lichen.
This plant appears rarely, found mainly in caves.
Decrease Strength
Resistance to Cold
Decrease Speed
Antidote
Thick-Spored Mushroom.
The plant, which this ingredient should have been obtained from, was not added to the game. You can find it from sellers and in containers.
Decrease Magic
Increase Intelligence
Increase Willpower
Detect Creature
Bone Powder.
Gained from the "bone" undead (skeleton knight, walking corpse, skeleton), and can also be found in burial urns.
Restore Agility
Telekinesis
Decrease Stamina
Decrease Charm
Bread.
Can be found in most taverns and homes.
Restore Stamina
-
-
-
Bangler Bane.
These mushrooms grow on tree trunks in the Bitter Shore area.
Decrease Speed
Decrease Endurance
Dispel
Decrease Strength
Chokeweed.
Shrub grows in large quantities in the Western Highlands.
Decrease Luck
Restore Stamina
Cure Common Disease
Decrease Willpower
Flower of Codes.
Grows in the Bitter Shore area.
Decrease Charm
Levitation
Decrease Intelligence
Decrease Health
Comunica.
Grows in the territory of the Western Highlands and the Azkodian Islands.
Decrease Stamina
Restore Magic
Fire Shield
Reflection
Root of the Choker.
Most often found on the Azkodian Islands.
Cure Paralysis
Restore Health
Lightning Shield
Increase Luck
Corpse Tears.
Gained from the bodies of corpus creatures (corpus miscreant, corpus trapper).
Decrease Stamina
Increase Luck
Decrease Willpower
Restore Health
Crab Meat.
Gained from the bodies of mudcrabs.
Restore Stamina
Resistance to
Electricity
Lightning Shield
Restore Luck
Daedra Skin.
Strangely, does not occur on Daedra bodies, with the exception of one specimen. This is fixed in the [Morrowind Patch Project](http://www.uesp.net/wiki/Tes3Mod:Morrowind_Patch_Project). Starting from version 1.6.4, the component can be found on the bodies of clan horrors, hungry daedra, ogres, and titan ogres.
Increase Strength
Cure
Common Disease
Paralyze
Fast Swimming
Daedra Heart.
Gained from the bodies of daedra - dremora, ogres, clan horrors, hungry daedra, and others.
Restore Magic
Increase Endurance
Decrease Agility
Night Eye
Diamond.
Can be found in Dwemer and Daedric ruins. In the latter case, "cursed" specimens are often found, summoning daedra upon the thief's head. They can also be harvested from veins in caves.
Decrease Agility
Invisibility
Reflection
Find Key
Dreug's Wax.
Gained from the bodies of dreugs.
Increase Strength
Restore Strength
Decrease Luck
Decrease Willpower
Ectoplasm.
Gained from the bodies of ghosts.
Increase Agility
Detect Creature
Decrease Strength
Decrease Health
Emerald.
Can be found in Dwemer and Daedric ruins. In the latter case, "cursed" specimens are often found, summoning daedra upon the thief's head.
Increase Magic
Restore Health
Decrease Agility
Decrease Endurance
Fire Petal.
Gathered from the fire fern, mostly found in the lands of Molag Amura, Ashlander, and Red Mountain.
Resistance to Fire
Decrease Health
Spell Absorption
Paralyze
Fire Salt.
Gained from the bodies of fire atronachs.
Decrease Health
Increase Agility
Resistance to Cold
Fire Shield
Frost Salt.
Gained from the bodies of frost atronachs.
Decrease Speed
Restore Magic
Ice Shield
Resistance to Fire
Ghoul Heart.
Despite the name, the component cannot be found on the bodies of ash ghouls, which makes it incredibly rare. Can be found with traders or in containers.
Paralyze
Antidote
Increase Attack
-
Golden Kanet.
This flower is found in grassy areas, such as the Azkodian Islands, the shore of Azura, Sheogorath.
Decrease Health
Encumbrance
Decrease Luck
Restore Strength
Grave Dust.
Can be found with traders or in containers, as it has no "source" of harvesting.
Decrease Intelligence
Cure Common Disease
Decrease Magic
Restore Endurance
Green Lichen.
Grows on the rocks of the Western Highlands.
Restore Charm
Cure Common Disease
Decrease Strength
Decrease Health
Guar Hide.
Gained from the bodies of guars.
Decrease Stamina
Increase Endurance
Restore Charm
Increase Luck
Halkhlow Leaf.
Grows mainly in the lands of Greysands.
Restore Stamina
Paralyze
Water Breathing
Restore Luck
Heather.
Grows in large quantities in grassy regions, especially on Azkodian Islands.
Restore Charm
Feather
Decrease Speed
Decrease Charm
Dog Meat.
Gained from the bodies of nix hounds.
Restore
Stamina
Increase Stamina
Reflection
Detect Enchantments
Gaifa Faya.
These mushrooms grow on tree trunks in the Bitter Shore area.
Decrease Luck
Decrease Agility
Decrease Stamina
Detect Enchantments
Kagouti Hide.
Gained from the bodies of kagouti.
Decrease Stamina
Increase Speed
Resistance to
Common Diseases
Night Eye
Kresh Fiber.
Kresh grass grows in abundance along the Azura Coast and the Western Highlands, to a lesser extent in Sheogorath.
Restore Luck
Increase Charm
Decrease Magic
Decrease Speed
Kvam Milk.
Gained from the bodies of kwama of all types.
Resistance to Poisons
Decrease Stamina
Water Walking
Water Breathing
Big Kwama Egg.
Can be found in egg mines, from the bodies of kwama workers and kwama queen. In large quantities, it is encountered in homes.
Restore Stamina
Paralyze
Ice Shield
Increase Health
Glowing Mushroom.
Grows in the Bitter Shore area.
Water Breathing
Decrease Stamina
Poisoning
-
Marsh Reed.
Grows near water. Found on Azkodian Islands and Azura Coast.
Restore Health
Detect Enchantment
Decrease Willpower
Decrease Stamina
Lunar Sugar.
Can be found in smuggler caves, purchased from some alchemists and vendors in taverns.
Increase Speed
Dispel
Decrease Endurance
Decrease Luck
Musk.
Obtained from the muskwort plant, growing near water. Found on the Azkodian Islands, Western Highlands, and Azura Coast.
Decrease Intelligence
Find Key
Decrease Charm
Cure
Common Disease
Netch Hide.
Gained from the bodies of netches.
Increase Endurance
Increase Intelligence
Decrease Charm
Cure Paralysis
Pearls.
Can be found in Dwemer and Daedric ruins. In the latter case, "cursed" specimens are often found, summoning daedra upon the thief's head. Harvested from shells in water bodies.
Decrease Agility
Dispel
Water Breathing
Resistance to
Common Diseases
Rider Feathers.
Gained from the bodies of riders.
Decrease Willpower
Levitation
-
-
Rat Meat.
Gained from the bodies of rats.
Decrease Magic
Paralyze
Antidote
Resistance to Poisons
Ebonite Raw.
Found in ebonite mines in pits. Harvesting can be regarded as a crime.
Decrease Agility
Antidote
Ice Shield
Restore Speed
Glass Raw.
Found in glass mines in pits. Harvesting can be regarded as a crime.
Decrease Intelligence
Decrease Strength
Decrease Speed
Fire Shield
Red Lichen.
Grows on rocks, mainly in the lands of Ashlanders.
Decrease Speed
Light
Cure Common Disease
Decrease Magic
Resin.
Can be found with traders or in containers as it has no "source" of harvesting. Do not confuse with Silk resin.
Restore Health
Restore Speed
Encumbrance
Resistance to
Common Diseases
Rubras.
Mainly found in the lands of the Western Highlands.
Decrease Willpower
Increase Agility
Decrease Health
Antidote
Ruby.
Can be found in Dwemer and Daedric ruins. In the latter case, "cursed" specimens are often found summoning daedra upon the thief's head.
Decrease Health
Feather
Restore Intelligence
Decrease Agility
Salted Rice.
Grows near water. Found on Azkodian Islands and Azura Coast.
Restore Stamina
Increase Magic
Decrease Strength
Restore Health
Scale.
Gained from the bodies of killer fish.
Decrease Charm
Water Walking
Restore Endurance
Fast Swimming
Scamp Hide.
Gained from the bodies of scamps.
Decrease Magic
Cure Paralysis
Restore Charm
Restore Strength
Harm Collector.
Grows in dry, mountainous areas - Molag Amura, Ashlander, and Red Mountain.
Decrease Strength
Antidote
Decrease Health
Restore Willpower
Metal Scraps.
Gained from the bodies of Dwemer mechanical beings. Also found in Dwemer ruins.
Decrease Health
Lightning Shield
Resistance to Electricity
Restore Intelligence
Scrap Jelly.
Gained from the bodies of scribs.
Increase Willpower
Antidote
Cure
Blight Disease
Restore Willpower
Dried Scrib Meat.
Can be purchased from traders and found in containers. Since those dried might be fresh from the slain scribs, the Nerevarines are not doing too well.
Restore Stamina
Increase Stamina
Encumbrance
Fast Swimming
Scuttle.
Can be found with traders or in containers as it has no "source" of harvesting.
Restore Stamina
Increase Stamina
Feather
Telekinesis
Silk Resin.
Gained from the bodies of silks.
Decrease Stamina
Increase Health
Decrease Charm
Increase Speed
Soap Slime.
Rare ingredient. Can be found with traders and in containers as it has no "source" of harvesting.
Decrease Charm
Increase Agility
Fire Shield
Restore Agility
Small Kwama Egg.
Can be found in egg mines, from the bodies of kwama workers and queen kwama. In large quantities, encountered in homes.
Restore Stamina
-
-
-
Spore Pod.
Harvested from bog ferns growing in bogs of the Bitter Shore.
Decrease Strength
Decrease Stamina
Find Key
Paralyze
Stone Petals.
These blue flowers are found on the Western Highlands and the Azkodian Islands.
Restore Strength
Increase Magic
Decrease Luck
Increase Charm
Trama Root.
These shrubs grow in the ash soils of Ashlander, Molag Amura, and Red Mountain.
Restore Willpower
Levitate
Decrease Magic
Decrease Speed
Vampire Dust.
Gained from the bodies of vampires.
Increase Health
Increase Strength
Spell Absorption
Vampirehood
Purple Coprinus.
These mushrooms grow on the Bitter Shore and can also be found in caves.
Water Walking
Decrease Stamina
Poisoning
-
Void Salts.
Gained from the bodies of storm atronachs and winged phantoms.
Restore Magic
Spell Absorption
Paralyze
Decrease Endurance
Vikvit.
Common in the Greyslands region.
Restore Health
Increase Willpower
Paralyze
Damage to Intelligence
Willow Pollen.
This pink flower grows on the Azkodian Islands and Azura Coast.
Decrease Charm
Ice Shield
Cure
Common Disease
Cure Paralysis
Poison
In the game, there are only two specimens - in the right tower of Mudan and in Palansur.
Vulnerability to Poisons
Damage to Stamina
Damage to Health
Poisoning
**Designation**
1 Effect
2 Effect
3 Effect
4 Effect
Adamantium Ore
Gained from adamantium veins. The best use involves making armor rather than mixtures.
Encumbrance
Restore Magic
Poisoning
Reflection
Durgzag Meat
Gained from the bodies of Durgzags.
Increase Agility
Increase Strength
Blinding
Damage to Magic
Golden Sedge Flowers
Can be harvested from plants in Mournhold.
Decrease Magic
Increase Strength
Increase Attack
Fast Swimming
Bulbous Lily.
Can be harvested from Mournhold plants.
Resistance to Paralysis
Decrease Health
Restore Strength
Restore Endurance
Thorns of Loramora.
Can be harvested from Mournhold plants.
Spell Absorption
Invisibility
Poisoning
Detect Enchantment
Gladeside Rye.
Can be harvested from Mournhold plants.
Increase Speed
Damage to Health
Restore Speed
Decrease Speed
Nirtheran Blossom.
Can be harvested from Mournhold plants.
Damage to Health
Increase Speed
Restore Speed
Decrease Speed
Noble Sedge Flowers.
Can be harvested from Mournhold plants.
Damage to Health
Restore Agility
Poisoning
Increase Agility
Scrap Cabbage.
Can be harvested from Mournhold plants.
Decrease Intelligence
Damage to Health
Restore Agility
Increase Agility
Sweet Pulp.
Can be harvested from Mournhold plants.
Paralyze
Levitate
Resistance to Paralysis
Restore Health
Timber Flowers.
Can be harvested from Mournhold plants.
Dispel Magic
Resistance to Paralysis
Decrease Magic
Restore Endurance