Alchemy

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-...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.

"Dalamir, whatever you do - stop..."

"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.

Get brewing, student...

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.

Crab meat, 22 pieces. Skill level 39.

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

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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