can someone give me some tips on alchemy please

Post » Tue Jun 12, 2012 4:36 am

No, the first perk you pick up (at 20%) is Alchemist. If you get that, you can also buy Physician at 20%. Then you can get Benefactor at 30%. If you buy those three AND get your skill up to 50%, THEN you can buy ONE LEVEL of experimenter, which gives you half of the effects for an ingredient, assuming its not something super rare you'd rather not just eat. The next two levels come at 70% and 90%.

It is (in simple mathematical terms) exceedingly unlikely you will discover all ingredient effects through experimentation alone, and fairly silly to spend multiple perks to learn them at a point where you have likely made hundreds of potions.

Even knowing all the effects already, and just trying to have my character "demonstrate" them so they show up in my list when he's using an alchemy lab, is fairly hard.

My number one request for a game mod would be the ability to have your character acquire knowledge of ingredient effects by some new method. Maybe every time you train, you'd be told one (hopefully one you don't know) at random. Maybe you could buy / find books which list of all the effects for a specific ingredient. Maybe it would just be a flat out cheat. Whatever - anything would be better than the "eat and mix" thing they have going now.

Why? Because in game alchemy should be about figuring out decent potions to make and then doing so and raising you skill, not about puzzling together hidden information. Or at least, there should be the OPTION of skipping right to the good part, as the other crafting skills allow.

Imagine if with smithing, you had to "invent new weapons" by randomly wasting ingots and leather until you produced something useful. Or if you couldn't disenchant anything, and just had to throw away soul gems at random until you figured out how to produce an effect. Yuck. So why with alchemy?

Funny how we all like different things. I would actually like something as you describe for smithing and enchanting (if it were done right), although I think your idea for learning a new random effect for a potion through training is a good one.
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des lynam
 
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Post » Tue Jun 12, 2012 12:12 pm

First off, no one has said this, if you have NO idea what an ingredient does, just eat it! You will automatically learn the first effect just by eating it (and also get a tiny skill increase).

Buy recipes from alchemist merchants. This will give you some good combinations you might not find otherwise. (Assuming you don't just look them all up online ... personally I think that's cheating :))

Once you know a couple ingredients with the same effect, you can mix a potion and be sure of a skill increase. You can still learn new things this way too; many ingredients have more than one effect in common.

Don't be afraid of wasting ingredients. There are always more where they came from. Though at first you should be careful of using up the expensive ones.

Once you learn a decent number of combinations, you will become a money making machine. Then you will be able to go to a merchant and buy ALL of their ingredients, mix up lots of potions and then sell the potions back for a profit! Then you will have more ingredients left over to experiment with.

There is a Perk (Experimenter) that lets you learn more effects by eating ingredients. Common wisdom holds this as a "useless" Perk, but man I wish I had taken it sooner. More effects known = more useful combinations = more money and faster skill increases. That's just me! But I love that Perk.
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Charlotte Lloyd-Jones
 
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Post » Tue Jun 12, 2012 4:18 am

I don't terribly mind the eat & mix method, if you're using 1(known)+3 system its not terribly inefficient.

But it would be REALLY nice if the 100septim potion recipe I bought actually just told me the recipe. I would also like my known recipes to stay in the alchemy menu, maybe on a different tab or something, just so I can see what I need for a particular effect.

So that is basically saying yeah, I like Uncle ALchy's idea about learning potions.

And ofc it would be nice to have portable mortar & pestle again.
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Rodney C
 
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Post » Tue Jun 12, 2012 3:34 am

But it would be REALLY nice if the 100septim potion recipe I bought actually just told me the recipe.
No kidding. Such an unnecessary hassle. I wonder if there is a mod for that somewhere.
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luis ortiz
 
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Post » Tue Jun 12, 2012 3:44 am

My character just tasted everything once to unlock the first effect, and just went from there. I started mixing things that were alike and other effects become unlocked. I guess I liked doing it the hard way. For me, it feels like cheating to look everything up. :shrug:
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Lucky Boy
 
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Post » Tue Jun 12, 2012 3:48 am

I don't terribly mind the eat & mix method, if you're using 1(known)+3 system its not terribly inefficient.

But it would be REALLY nice if the 100septim potion recipe I bought actually just told me the recipe. I would also like my known recipes to stay in the alchemy menu, maybe on a different tab or something, just so I can see what I need for a particular effect.

So that is basically saying yeah, I like Uncle ALchy's idea about learning potions.

And ofc it would be nice to have portable mortar & pestle again.

I too would like to be able to access my list of known effects without having to be at an alchemy station or have the ingredient in my possession.

Not sure what you mean by paying for a recipe that does not tell you a recipe. Is that not what the notes you get do?

There is also a book you can find/buy that has about a dozen recipes in it along with directions for where to hunt for the ingredients. Very useful.
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Nikki Hype
 
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Post » Tue Jun 12, 2012 3:27 pm

i dont know AItensh1l im now worried im gonna waste rare ingrediants, youve really gone and pissed all over my goin nuts alchemy party, lol, do i need to be carefull of wasting rare ones, what i mean is it would be wastefull to mix a rare ingrediants with something crap would it not? i think ill start using the lover stone when im level 50 and have leveled all the skills i use alot, and am looking to get to max level
Don't worry so much about the rare ingredients,be carefull with them but don't worry.
Altensh1 said 30 days to respawn,I'm allmost certain that it is either 10 days as long as you stay out of that game cell.If you re-enter the cell before 10 days the timer will reset.
Be very carefull with nirn root and crimson nirn root as these plant never respawn.
All other ingredients except for jarrin root will respawn.

Oh and I also like unlealchy's idea of training,but otherwise I like it thet way it is.It adds a little more challenge,but the rewards are well worth it.
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Penny Flame
 
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Post » Tue Jun 12, 2012 5:41 am

ok cheers for clearing that up. are there any known ingrdients i need to keep, like for special stuff, im sure my mate said daedra herts for deadric armour
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Bambi
 
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Post » Tue Jun 12, 2012 7:10 am

ok cheers for clearing that up. are there any known ingrdients i need to keep, like for special stuff, im sure my mate said daedra herts for deadric armour
I don't know of any other special stuf except jarrin root,I've heard it was part of a quest but I haven't done it yet.

And I ment to edit my last post but my internet went out for awhile.
But I think that indoor ingredients do take 30 days to respawn if you clear out the entire area,14 days if you don't.
Outdoor ingredients still take 10 days if you remain out of the game cell for the entire time.

Good luck,and most of all have fun.
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Liv Brown
 
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Post » Tue Jun 12, 2012 5:24 pm

practice and eating everything you get your hands on... oh and plus luck
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Quick Draw
 
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Post » Tue Jun 12, 2012 1:15 pm

My character just tasted everything once to unlock the first effect, and just went from there. I started mixing things that were alike and other effects become unlocked. I guess I liked doing it the hard way. For me, it feels like cheating to look everything up. :shrug:


I make no argument - it plainly is cheating, as much as looking at any other "walk through" type spoiler info (such as a quest guide) is. And its a fairly clever mini-game - enough so that I wanted to fully understand it. The problem (for me) is that its a mini game that requires comparable effort to comprehensively complete as the game itself does, which just seems wrong somehow.
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Nikki Lawrence
 
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Post » Tue Jun 12, 2012 2:43 pm

I too would like to be able to access my list of known effects without having to be at an alchemy station or have the ingredient in my possession.

Not sure what you mean by paying for a recipe that does not tell you a recipe. Is that not what the notes you get do?

There is also a book you can find/buy that has about a dozen recipes in it along with directions for where to hunt for the ingredients. Very useful.
I mean if my character 'knew' the recipe then.

0. I have never collectd a charus egg or nirnroot.

1. I buy a recipe for invisibility that instructs me to us chaurus egg + nirnroot

2. In my alchemy tab now I have a 'invisibility spell' that shows I could use chaurus egg + nirnroot

3. The first time I find chaurus egg and/or nirnroot the invisibility effect is already known.


I don't think it does this now right? Its more like you gotta read the recipe then go back to the alchemy bench, select ingredients etc.. I suppose having access to your book inventory could be a close approximation
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sw1ss
 
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Post » Tue Jun 12, 2012 11:26 am

Incidentally, I made a http://www.gamesas.com/topic/1361729-req-alchemy-store-bought-recipes-less-annoying/page__fromsearch__1 about the annoying recipe thing and learned about a cool mod. Check it out.
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Kortknee Bell
 
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Post » Tue Jun 12, 2012 9:10 am

I mean if my character 'knew' the recipe then.

0. I have never collectd a charus egg or nirnroot.

1. I buy a recipe for invisibility that instructs me to us chaurus egg + nirnroot

2. In my alchemy tab now I have a 'invisibility spell' that shows I could use chaurus egg + nirnroot

3. The first time I find chaurus egg and/or nirnroot the invisibility effect is already known.


I don't think it does this now right? Its more like you gotta read the recipe then go back to the alchemy bench, select ingredients etc.. I suppose having access to your book inventory could be a close approximation

I see what you mean now, and you are right. Once you buy the recipe, you have to read it, then find the ingredients, then go to an alchemy lab and make a potion using those ingredients before the effects will be "known" to your character. I suspect it would have taken more work to program it so that once your character reads a recipe, the effects for those ingredients would automatically be "known." But it would make some sense for your alcmemy to update when you read a note the same way quests update. Problem is that Skyrim is lacking any sort of "journal" system. So this issue you have identified is a symptom of a larger problem that goes beyond alchemy.
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RObert loVes MOmmy
 
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Post » Tue Jun 12, 2012 9:10 am

Blue Moutain Flower + Blue Butterfly Wing + Giant's Toe = Profit

Bear Claw + Hanging Moss + Giants Toe = PROFIT!

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lucy chadwick
 
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Post » Tue Jun 12, 2012 4:17 pm

My strat guide is dog eared at the alchemy recipe pages. I don't know how you guys cope without one.
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lauraa
 
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Post » Tue Jun 12, 2012 2:39 am

I see what you mean now, and you are right. Once you buy the recipe, you have to read it, then find the ingredients, then go to an alchemy lab and make a potion using those ingredients before the effects will be "known" to your character. I suspect it would have taken more work to program it so that once your character reads a recipe, the effects for those ingredients would automatically be "known." But it would make some sense for your alcmemy to update when you read a note the same way quests update. Problem is that Skyrim is lacking any sort of "journal" system. So this issue you have identified is a symptom of a larger problem that goes beyond alchemy.
Well the PC is tracking known ingredient effects anyway, so its just like:

function pc_reads_recipe(recipe)    for _, v in pairs(recipe.ingredients) do		   pc.update_known_ingredient_effect(v, recipe.type)    endend

this would require the recipe to its type and what ingredients it calls out, which idk if they currently do, but its still much different than how a skill book works.
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Brian Newman
 
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