Alchemy
Ingredients
No ingredients match that filter.
Effects
No effects match that filter.
Favorites
Excaliboost
- Fortify One-Handed
- Fortify Marksman
Notes
Due to a glitch, Fortify Marksman works on all weapons — effectively doubling this potion’s potency. As brewed it handles most of the game.
Also, Juniper Berries are found everywhere near Markarth and are a solid option to replace Elves Ears which is often in short supply. Bear Claws can replace Hanging Moss in a pinch and show up a decent amount when walking. As long as you get the Canis Root to bind the ingredients, which can be found on Ivar’s Path.
If you’re trying to push limits you can make two SEPARATE potions using Corkbulb Root with a Marksman ingredient and Stoneflower Petal with a One-Hand ingredient to get some boosted effect. Although the base potion is plenty powerful enough for most legendary encounters.
Nord Blood
- Resist Fire
- Fortify Two-Handed
- Regenerate Stamina
- Fortify Illusion
Notes
The ideal Nord Power potion. Boosting that fear effect for higher levels comes in handy more often than not. Fire traps and dragons also handled.
Note the fourth chip: Fly Amanita and Mora Tapinella both carry Regenerate Stamina, so this brews as a four-effect potion rather than three.
Elebane
- Resist Frost
- Resist Shock
- Resist Fire
Notes
Kyne’s Peace Shout v2 will just have Hawks fall from the sky. Dupe them though — they’re a pain.
Liquid Gold
- Money
- Waterbreathing
- Regenerate Magicka
- Regenerate Health
Notes
Takes 250 with boosts to get to 100. Guardian Stones and Dragonsreach will have what you need.
No recipes match that filter.
Why some of those come out as poisons
The costliest effect in the bottle is in charge. It names the result, and if it is a harmful one the mortar hands you a poison no matter what else is in there. Each card outlines the effect responsible.
Gold cost
cost = floor( baseCost × max(magnitude^1.1, 1) × (duration/10)^1.1 )
- baseCost
- the effect’s own gold value
- magnitude
- strength, after every multiplier
- duration
- seconds — the whole term drops out when the effect is instantaneous
Aloe Vera Leaves and Butterfly Wing share Restore Health and Damage Magicka; Damage Magicka costs 7.37 against 2.94, so that is a poison with a Restore Health passenger. It runs the other way too — Abecean Longfin with Small Antlers carries Weakness to Poison and is still a potion, because Fortify Restoration is worth more than twice as much.
Your alchemy is deliberately not in that formula, and that is exact rather than a
shortcut. Skill, gear and Fortify Alchemy all put the same M^1.1 in front of every
effect’s cost, and a common factor cannot change which one is largest. Perks are out for a
better reason: the game leaves them out too, which is what stops Benefactor from silently
converting a poison into a potion.
Resist Magic, Weakness to Poison and Weakness to Magic all cost exactly 7.1774. Nothing documents what the game does with a tie, so the 65 mixtures where one decides the bottle read Potion or poison rather than a guess.
Resto loop
The formulae, and why the gear count is the throttle
Alchemy magnitude
mag = BaseMag × 4 × (1 + Skill/200) × (1 + Gear/100) × (1 + Alchemist/100) × (1 + Benefactor/100) × (1 + Seeker/100)
- BaseMag
- 4 for Fortify Restoration, 1 for Fortify Enchanting — which is why the restoration potion is always exactly four times the enchanting one
- Gear
- Fortify Alchemy summed across everything worn
Enchanting magnitude
mag = floor( BaseMag × skillMult × (1 + Enchanter) × (1 + categoryPerk) × (1 + Sorcery) ) skillMult = 1 + x(x − 0.14) / 3.4 x = Skill × (1 + potion/100) / 100
- BaseMag
- 8 to 25, across the picker’s ten groups
- potion
- the Fortify Enchanting potion, as a percentage
- 3.4
- with 0.14, an empirical fit rather than extracted engine values — moving it to 3.3 shifts a 121% result to 124%
The potion does not multiply the finished enchantment. It scales effective skill inside the quadratic, so the enchantment comes out quadratic in potion strength.
The loop. A Fortify Restoration potion boosts every Fortify <Skill> enchantment you
are wearing while it runs, because those enchantments are internally
school-of-Restoration. Not the ones in your pack, and it does not matter which pieces or in
what order you put them on — if it is on your body it reads base × (1 + the live boost).
And because you never wait for the potion to expire, one is always live, which is what
makes it compound: the potion you drink is scaled by the one already running.
One loop round
brewed = round( 0.6 × (1 + wear × 25% × (1 + x)) ) takes = brewed > the last potion’s own magnitude piece = 25% × (1 + x) x = brewed × (1 + x) only if it takes
- wear
- pieces on your body while brewing — fewer is a weaker potion, and it is the only brake there is
- x
- the Fortify Restoration boost currently running, which is what makes the loop compound
That round is the game rounding the potion to a whole percent as you brew it. Leaving it out drifts a plan reading 600% to one reading 587% over six rounds.
So a round offers exactly one choice: how many pieces you have on while you brew. With growth this violent, that brake is the only reason landing on an exact number is possible at all.
Whether a round takes at all is bottle against bottle. Two potions of the same effect do not stack, and the new one only supersedes the old if its own magnitude beats the old one’s — not the boost you are walking around with. Which means brewing with nothing on always makes the same bare 60% potion, so it can only ever be the opening move.
Measured in game — four 25% pieces, plain ingredients, all four worn every round:
observed modelled
100% gear → 120% 120.0%
220% gear → 422% 422.4%
522% gear → 1,948% 1,948.6%
2,049% gear → 26,405% 26,405.8%
cash out → 3,991% 3,990.9% Fortify Enchanting
9,831% 9,831% placed
The enchanting step is the soft one. A second run cashed out at a measured 887% potion against a modelled 887.4, and placed 587% against a modelled 585.3.
The soul gem is the finest control there is. On apparel the gem scales the magnitude
directly — the engine’s term is soulCharges / 3000, so a common soul places exactly a
third of a grand one. Since the set of reachable numbers is discrete and lumpy, five gems
give five overlapping copies of it, and that turns targets with no landing into
comfortable ones:
target grand soul only best gem
200% no landing 200.70 0.30 inside Greater
300% no landing 300.55 0.45 inside Greater
400% 400.82, 0.18 inside 400.40 0.40 inside Petty
600% no landing 600.42 0.42 inside Petty
1000% no landing 1000.48 0.48 inside Common
1500% no landing 1500.52 0.48 inside Lesser
It applies to the final enchantment only — the Fortify Alchemy gear you wear is whatever you made it.
One thing this deliberately does not cover: waiting. Let the potion lapse between rounds and the boost stops compounding. The potions still climb, just geometrically rather than explosively — 120% → 192% → 235% → 261% → 277% → 286% → … converging on 300%, off gear that settles at 4 × 100%. Mind which number is which: what converges on a hard 36.6% is the enchantment you can place off that settled set, not the potion series. Waiting also brings back per-piece history, because a value written while a potion was up sticks after it expires. That is a different, slower routine.
Two ways this is wrong for you. If you run the Unofficial Patch none of it works: USSEP takes the Fortify effects out of the Restoration school and separately turns the enchanting potion into a flat multiplier. And the last digit of any enchantment is soft, for the reason in that formula’s legend. Everything upstream of the enchanting step is exact.
Enchant max
Why the order in that breakdown is the whole point
A flat +10% is a flat +10%. But the Fortify Enchanting potion scales your skill inside a quadratic, so it is worth a couple of points on a bare character and hundreds on a looped one. Anything that adds skill points rather than a percentage lands in that same privileged spot, which is why it matters whether Ahzidal’s Genius is +10% or +10 skill — and nobody seems to know.
The fair loop is most of it, and it is no glitch: brew the best Fortify Enchanting potion you can, place better Fortify Alchemy gear with it, and that gear brews a better potion. It converges, which is exactly what makes it fair. On five slots it does not — each pass makes better gear than the last, forever, still with no Restoration glitch involved.
Both Seeker boons compound, and Sorcery wins. Shadows is inside the loop, so it brews a better potion; Sorcery boosts every enchantment you place, including the Fortify Alchemy gear the loop is building, so it compounds too — and by more. You can only hold one, and the module enforces that.
John Skyrim
Why the race is not a stat line


- The Stormcloaks want a Nord. Play one and the argument never starts.
- The Empire and the Dark Brotherhood cancel. You do not fight for the Emperor and then take the contract on him.
- Helgen already decided it. Hadvar calls you prisoner until you are out of the keep. Ralof calls you kin in the first minute. The escape route was cast at character creation.
Not a claim that the Stormcloaks are right. A claim that they are right for this character.
What the build costs, and whether you can afford it
One-Handed
9Take the trunk. Skip the weapon branches and dual wield.
- Armsman taken, 5 points
- Fighting Stancetaken, 1 point
- Savage Striketaken, 1 point, after fighting-stance
- Critical Chargetaken, 1 point, after fighting-stance
- Paralyzing Striketaken, 1 point, after savage-strike or critical-charge
- Bladesman not taken, after armsman
- Hack and Slash not taken, after armsman
- Bone Breaker not taken, after armsman
- Dual Flurry not taken, after armsman
- Dual Savagerynot taken, after dual-flurry
Smithed weapons already do more damage than the game asks for, and they take the sneak multiplier on top. The subtype branches buy nothing the workbench has not handed over — the flavour is in which sword, not which perk.
Alchemy
7Stop at Benefactor.
- Alchemist taken, 5 points
- Physiciantaken, 1 point, after alchemist
- Benefactortaken, 1 point, after physician
- Experimenter not taken, after benefactor
- Poisonernot taken, after physician
- Concentrated Poisonnot taken, after poisoner
- Green Thumbnot taken, after concentrated-poison
- Snakebloodnot taken, after concentrated-poison or experimenter
- Puritynot taken, after snakeblood
Poisons are a charge counter. A fortify potion is a timer, and a timer wins. Nothing past Benefactor pays for itself.
Enchanting
6Enchanter and Insightful. Extra Effect is optional.
- Enchanter taken, 5 points
- Insightful Enchantertaken, 1 point, after enchanter
- Corpus Enchanternot taken, after insightful-enchanter
- Fire Enchanternot taken, after enchanter
- Frost Enchanternot taken, after fire-enchanter
- Storm Enchanternot taken, after frost-enchanter
- Soul Squeezernot taken, after enchanter
- Soul Siphonnot taken, after soul-squeezer
- Extra Effectnot taken, after storm-enchanter or corpus-enchanter
Two outfits — one sneak, one combat — do the work Extra Effect would, and daggers ignore Fortify One-Handed anyway.
Extra Effect is two more points, not one: Insightful only reaches it through Corpus Enchanter.
Sneak
6Base plus Backstab.
- Stealth taken, 5 points
- Backstabtaken, 1 point, after stealth
- Deadly Aimnot taken, after backstab
- Assassin's Bladenot taken, after deadly-aim
- Muffled Movementnot taken, after stealth
- Light Footnot taken, after muffled-movement
- Silent Rollnot taken, after light-foot
- Silencenot taken, after silent-roll
- Shadow Warriornot taken, after silence
Two outfits let you skip the left tree entirely, and in light armor full-time you can drop Assassin’s Blade too. Sneak rarely decides anything outside the Thieves Guild and the Dark Brotherhood, and going in loud costs a bonus rather than a run.
Block
5The base five. Bashing is a side bet.
- Shield Wall taken, 5 points
- Deflect Arrowsnot taken, after shield-wall
- Elemental Protectionnot taken, after deflect-arrows
- Block Runnernot taken, after elemental-protection
- Power Bashnot taken, after shield-wall
- Deadly Bashnot taken, after power-bash
- Disarming Bashnot taken, after deadly-bash
- Shield Chargenot taken, after disarming-bash or block-runner
- Quick Reflexesnot taken, after shield-wall
Five and out. The bash tree is fine if you enjoy rolling for a disarm.
Light Armor
5The base five. Everything else is a bonus.
- Agile Defender taken, 5 points
- Custom Fitnot taken, after agile-defender
- Unhinderednot taken, after custom-fit
- Wind Walkernot taken, after unhindered
- Matching Setnot taken, after custom-fit
- Deft Movementnot taken, after wind-walker or matching-set
Every set reaches the armor cap with perks in it, which beats recasting Dragonskin before each fight — or watching it lapse mid-fight — and it does not tax Sneak later.
Smithing
4Steel and Arcane, by way of Advanced Armors.
- Steel Smithingtaken, 1 point
- Elven Smithingtaken, 1 point, after steel-smithing
- Advanced Armorstaken, 1 point, after elven-smithing
- Glass Smithingnot taken, after advanced-armors
- Arcane Blacksmithtaken, 1 point, after steel-smithing
- Dwarven Smithingnot taken, after steel-smithing
- Orcish Smithingnot taken, after dwarven-smithing
- Ebony Smithingnot taken, after orcish-smithing
- Daedric Smithingnot taken, after ebony-smithing
- Dragon Armornot taken, after glass-smithing or daedric-smithing
Steel and Arcane are the whole requirement; Elven is the road to Advanced Armors, which buys enough armor to drop the helmet.
The game calls it Advanced Armors. Everyone calls it Advanced Smithing.
The working set
Excaliboost
Fortify Marksman×Fortify One-Handed 4×60s
Resist Magic
Resist Everything
Fortify Sneak
Invisibility
The loop ingredients
- Rare Curios
What is actually on
- Fortify Alchemy
- Fortify Alchemy
- Waterbreathing
- Fortify Alchemy
- Waterbreathing
- Fortify One-Handed
- Fortify One-Handed
- Resist Shock
- Fortify One-Handed
- Fortify Sneak
- Fortify Carry Weight
- Fortify Carry Weight
- Fortify Stamina Regen
- Fortify Carry Weight
- Fortify Stamina Regen
- Fortify One-Handed
- Fortify One-Handed
- Resist Frost
- Fortify One-Handed
- Fortify Sneak
- open — nothing enchanted on this slot
- open — nothing enchanted on this slot
- open — nothing enchanted on this slot
- Fortify One-Handed
- Fortify One-Handed
- Fortify Carry Weight
- Fortify One-Handed
- Fortify Carry Weight
- open — nothing enchanted on this slot
- open — nothing enchanted on this slot
- open — nothing enchanted on this slot
- open — nothing enchanted on this slot
- Resist Fire
- Fortify Sneak
200–235%Fortify Alchemy and Fortify Smithing, vanilla, no glitch
Lord, or no magic at all
The Lord Stone
- Lord Stone25%
- Potion30–40%
- Agent of Mara10%
65 – 75% magic resist
Push further with Extra Effect or the Alteration tree. But if that is the only reason you are climbing Alteration, there is a cleaner answer.
The Atronach Stone
100%spell absorption
Full spell absorption. Take it honestly, or take a Fortify Destruction potion to the stone. Rare Curios sells the shortcut too — a spell absorption potion, and a good number of its ingredients come out of the Oblivion quest.
Nords do not believe in magic.
Additional information
One playthrough, every faction, and the character still has to hold together. Everything above is downstream of that.
Coherent beats optimal. A Nord who fights for the Empire and then kills the Emperor is not a build, it is a spreadsheet.
The ceiling is vanilla. No Restoration glitch anywhere in it — the two sections above show the working for the parts that look like they need one.
How the slider knows. Raising a skill from S to S+1 banks S+1 character XP; a
level costs 75 + 25L; one perk comes with each. Nord starting skills are 15, plus the
racial +5 on One-Handed, Block, Smithing, Light Armor and Speech. Only Speech and
Lockpicking are counted as incidental drift, so the level it reports is a floor —
every other skill you happen to raise, every trainer and every skill book only adds perks.
Two things it does not settle. Extra Effect costs two points rather than one, because Insightful only reaches it through Corpus Enchanter. And the boots in the base plan, the shield and the boots’ second slot under Extra Effect are genuinely undecided — the doll draws them as empty sockets instead of guessing.