Alchemy in Skyrim - Information and tools by Darliandor

Post » Sun Dec 05, 2010 11:15 pm

Don't forget about nirnroot Darliandor
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Rik Douglas
 
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Post » Sun Dec 05, 2010 6:26 pm

It makes no sense at all. Combat is about to endure damage. Magic to restore damage, and Stealth to evade damage.


It does make sense, maybe not to you, but thats a different matter.
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Beth Belcher
 
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Post » Sun Dec 05, 2010 11:12 pm

Could we keep the discussion to the facts and not on the principal matters about where is what? :) :read:
I certainly agree that the ideas of putting which skills where can result in some principal/ideological opinions.

Don't forget about nirnroot Darliandor

Updated.

Once the information gets some momentum i will do a separate thread and when that starts getting larger i will start working on moving it all offsite.
Still a bit sparse details to hold on to, to get some satisfying design out of all the screens.
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Dean Brown
 
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Post » Mon Dec 06, 2010 8:54 am

At this point ive come to terms with alchemy being in stealth, much like when flame weapons were moved to the energy weapons category in new vegas

its stupid as hell, but whatever man

What worries me at this point is how birth sings and constellations work when it comes to putting skills in them, i mean my reason for using alchemy so much was my main character has always been a high elf pure mage with the atronoch sign, so potions for magicka and resist spells and what not were essential to me playing, and also every now and then i may have used a poisoned dagger or arrow when conserving magicka or just fooling around, i loved alchemy in all its applications

i hope this time around they make it so there are potions and poisons with wider ranges of effectiveness, like throwing bottles of the stuff or poisoning food and whatnot..... such coolness i couldn't even
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Lizs
 
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Post » Sun Dec 05, 2010 5:48 pm

http://www.thedragonborn.com/wp-content/uploads/2011/01/alchemy.png
Link to whiteboard alchemy shot. Good God info is sparse.
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Cat
 
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Post » Sun Dec 05, 2010 11:15 pm

Alchemy in stealth makes enough sense to me. It's not actually magic. It's mixing ingredients for use, and many of those uses would suit theives. Health potions since thieves are not strong. Poisons for assassination. Possibly chemical bombs. Potions to help with things like night vision. And so on.
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Mylizards Dot com
 
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Post » Sun Dec 05, 2010 7:35 pm

Alchemy in stealth makes enough sense to me. It's not actually magic. It's mixing ingredients for use, and many of those uses would suit theives. Health potions since thieves are not strong. Poisons for assassination. Possibly chemical bombs. Potions to help with things like night vision. And so on.



Stop that
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Amie Mccubbing
 
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Post » Sun Dec 05, 2010 6:43 pm

Hi all,
Once again we meet for a new Elderscrolls series :)
I wonder who is still round and about who i might remember from previous Elderscrolls series!
Time for an Oblivion replay!

Since there has finally been some more information released about Skyrim, i did spot Alchemy as a skill in one of the screenshots.
I certainly expect to create a site for Alchemy, like i did for Morrowind (http://morrowind.melian.cc) and Oblivion (http://oblivion.melian.cc), quite a while ago now. So you can expect a viable and good resource for the Alchemy skill in Elderscrolls: Skyrim.

Currently though the information in this direction seems rather spare and all that i have discovered so far is from a screenshot and nothing else.
Have any of you found any more information about Alchemy?
I would really like to know some more and will of course be on the lookout myself.

I will keep you posted, when i do have anything concrete on the installation of my Alchemy site for Elderscrolls: Skyrim.

Looking forward to the game already, just from what i have seen in the trailers yet.

regards, Darliandor


I highly enjoyed your work with your previous Alchemy sites, Darliandor. Thank you for the effort!
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Emma
 
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Post » Mon Dec 06, 2010 12:21 am

At this point ive come to terms with alchemy being in stealth, much like when flame weapons were moved to the energy weapons category in new vegas

its stupid as hell, but whatever man

What worries me at this point is how birth sings and constellations work when it comes to putting skills in them, i mean my reason for using alchemy so much was my main character has always been a high elf pure mage with the atronoch sign, so potions for magicka and resist spells and what not were essential to me playing, and also every now and then i may have used a poisoned dagger or arrow when conserving magicka or just fooling around, i loved alchemy in all its applications

i hope this time around they make it so there are potions and poisons with wider ranges of effectiveness, like throwing bottles of the stuff or poisoning food and whatnot..... such coolness i couldn't even

Throwing potions and poisoning food would be lot nice interaction with the environment.

http://www.thedragonborn.com/wp-content/uploads/2011/01/alchemy.png
Link to whiteboard alchemy shot. Good God info is sparse.


Okay, seeing that i will immediately start with site design. This user interface is superb :lmao: ! Yes, information is sparse indeed.

Seriously i do like that shot. Kind of shows off their thought patterns and how they get to implementing things.
Just from the way the whiteboard writings read, i think they finally made it possible to select ingredients by the effects they have and then simply display the ingredients that are available in your inventory.
This would make potion creation a lot easier and absolutely nullify any need for an offsite implementation on a website, but i might be wrong! :cry: :grad: :ahhh:
On the other hand it takes some of the knowledge the player needs to acquire away. This is just speculation on my side though!

I highly enjoyed your work with your previous Alchemy sites, Darliandor. Thank you for the effort!

Thanks Silas!
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Jennie Skeletons
 
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Post » Mon Dec 06, 2010 7:45 am

All in all I guess that by putting Alchemy in the Stealth category, assasins will have to rely more on poisons when doing the killing. That's nice! :ninja:
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Alex [AK]
 
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Post » Mon Dec 06, 2010 3:56 am







, i think they finally made it possible to select ingredients by the effects they have and then simply display the ingredients that are available in your inventory.
This would make potion creation a lot easier and absolutely nullify any need for an offsite implementation on a website, but i might be wrong! :cry: :grad: :ahhh:
On the other hand it takes some of the knowledge the player needs to acquire away.


I personally would much prefer working in the dark, so to speak, at first, as regards the effects of ingredient combinations, as you eventually come to learn what works for you, an important part of an rpg I think. And it upsets no one, as guys like you are there for those who want quick results. I think having a few starter recipes lying around was a wonderful touch in OB.
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Eibe Novy
 
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Post » Mon Dec 06, 2010 12:52 am

I personally would much prefer working in the dark, so to speak, at first, as regards the effects of ingredient combinations, as you eventually come to learn what works for you, an important part of an rpg I think. And it upsets no one, as guys like you are there for those who want quick results. I think having a few starter recipes lying around was a wonderful touch in OB.


Yes, the simple recipes to get a clue of the whole process, or even access to good or awesome recipes later is totally nice. Tuning down the process to simply selecting the effects you want and then show the ingredients you have for those effects, would make it rather boring after some time. I hope that is not what the screenshot from from one of the videos that you zen1966 posted imply. Just wild guessing here though :)
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Robert Bindley
 
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Post » Mon Dec 06, 2010 2:12 am

Alchemy under stealth catagory? I can live with that.. I mean, who wants their 6' 4" battle hardened Nordic Warrior to be seen mincing merrily around Skyrim picking pretty pink flowers anyway :)


Hi to all you TES fans from Wales over in the UK (Not that far from our very own Bethesda as it happens)
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Patrick Gordon
 
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Post » Mon Dec 06, 2010 3:13 am

Yes, the simple recipes to get a clue of the whole process, or even access to good or awesome recipes later is totally nice. Tuning down the process to simply selecting the effects you want and then show the ingredients you have for those effects, would make it rather boring after some time. I hope that is not what the screenshot from from one of the videos that zen1966 posted imply. Just wild guessing here though :)

Finally someone explained it to me, I thought the five effects on the left was the effects in the mushroom, however if look like a filter for effects.
I guess the potatoes (2) are selected and you now look at how to combine with the mushroom.
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Rudi Carter
 
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Post » Mon Dec 06, 2010 7:37 am

http://www.thedragonborn.com/wp-content/uploads/2011/01/crafting1.png
And the infamous crafting bench.
Not a stretch to assume similar for Alchemy and Enchanting.
@Nemesis. Me Mammy's Welsh, so :
http://images.wikia.com/tesfanon/images/c/c4/Fishystick.jpg
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Gisela Amaya
 
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Post » Mon Dec 06, 2010 10:41 am

I don't got much to add but I would like to mention every item in your inventory will be a 3D model now and you can fully preview it and inspect it. Instead of relegating players to looking at an item’s name and stat attributes, each possession is a tangible three dimensional item with its own unique qualities. Thousands of items are fully rendered, and players can zoom in on or rotate each one. You can even get an up close view of the flowers and roots you pick for alchemy. “It becomes an interesting time sink,” Todd Howard explains. “You can look at and explore every single thing you pick up.” You can twist, turn, rotate, zoom in and out on every item from all possible angles. At 3:06 (http://i119.photobucket.com/albums/o126/Windurin/SkyrimConceptArt3.jpg)in the http://www.gameinformer.com/b/news/archive/2011/01/10/video-behind-the-scenes-of-skyrim.aspx video you can see how detailed they go with the items. Even the different chunks of meat you loot from the creatures you've killed have their own individual unique 3D models and looks. Sometimes while inspecting certain 3D items such as magic relics you will discover something about them at a certain spot on them. Some quests will involve puzzle solving on the quest items which will require you to inspect the items for clues in order to progress and have your log updated. Even the in-game books and documents can be read in 3D rather than flat text windows that pop-up on screen.

This is a nice addition for Alchemy ingredients in your inventory.


Also worth a mention possibly is the overhauled foliage system. Bethesda new creation engine allows their artists to build whatever kind of trees they want and even dictate how they animate. By altering the weight of the branches they can adjust how much they move in the wind for example.

I'm sure this will play into other plantlife such as the plants you collect for alchemy. Just thought it was worth a mention.
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Rodney C
 
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Post » Sun Dec 05, 2010 11:24 pm

Pretty sure I'll be playing a magic user and that she'll spend lots of time picking flowers. I'll be very surprised if they removed classes only to turn the broader categories into straight jackets.
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Jeneene Hunte
 
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Post » Mon Dec 06, 2010 2:25 am

Heres my take. I have been replaying oblivion the last few days and here are some of my thoughts on OB alchemy:
First, I think the that there should be a greater variety of useful potions. Honestly, I usually dont use the fortifies (except maybe personality, merchantile, etc), resists, or shields. I mainly use sorcery, health, and poisons. Now perhaps it is that I am not using alchemy to its fullest potential, but really I only make other potions to level and then sell (and the potions that you make usually arent worth a continental dollar). I would like to see some potions that you use by other means than just drinking or coating a weapon. How about a flask, when thrown on the ground, creates a fire, ice, fog, smoke, or root effect to help you elude your enemies. Or throw a flask right on a person to freeze them solid or make them burst into flames. To follow up with that, the magic system has redundant and useless spells that also need to go. When in the world are you gonna use drain mercantile? You cant use it on merchants because it makes them attack you. Pretty much all of the drains except health, fatigue, or magic are useless.
On another note, I would be surprised if there was a special animation for alchemy at the lab benches (unless its already confirmed) because NV had benches, and all it had was a menu screen to create the stuff. Moreover, does it really matter if alchemy is stealth or not? As long as we can do all three BS, EN, and AL but specialize in one, Ill be content.
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Jeneene Hunte
 
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Post » Mon Dec 06, 2010 6:41 am

http://www.thedragonborn.com/wp-content/uploads/2011/01/crafting1.png
And the infamous crafting bench.
Not a stretch to assume similar for Alchemy and Enchanting.
@Nemesis. Me Mammy's Welsh, so :
http://images.wikia.com/tesfanon/images/c/c4/Fishystick.jpg


That menu looks very different then the alchemy menu. It makes me think that the crafting bench is just for crafting & that alchemy works different.
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Becky Palmer
 
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Post » Mon Dec 06, 2010 7:30 am

Obviously these are basic ideas they were throwing around, only posted the links because we know so little.
I can't see why you would need a workbench for crafting, but not need, for example, an altar for enchanting. If you think about it, setting up a retort and an alembic in the middle of a dungeon might seem a bit odd, sure you might be able to knock up some very simple recipes with a pestle and mortar 'in the field', but an alchemy lab for more complex distillations makes perfect sense.
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Heather Dawson
 
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Post » Mon Dec 06, 2010 8:34 am

Obviously these are basic ideas they were throwing around, only posted the links because we know so little.
I can't see why you would need a workbench for crafting, but not need, for example, an altar for enchanting. If you think about it, setting up a retort and an alembic in the middle of a dungeon might seem a bit odd, sure you might be able to knock up some very simple recipes with a pestle and mortar 'in the field', but an alchemy lab for more complex distillations makes perfect sense.


Ya, it makes better sense to have alchemy at a work bench, but that's not how things are looking. It just looks like they are just not innovating as much as they imply they are. They might be keeping alchemy in inventory so they can keep it the same as it has been before. All we can do is speculate.
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Kevin S
 
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Post » Mon Dec 06, 2010 5:10 am

I hope you can't create potions on the road at all anymore. I hope you can of course gather tons of plants and bring them back to your workstation. But I really hated the idea that you could bring all of these elaborate tools with you on the road. It takes huge pots and big vials and beakers and instruments, and a long time, to cook or brew potions, according to D&D, which used occultic references from many old religions about how potions should be made as sources. Yes, some simple recipes call only for gathering some roots or plant leaves, grinding them, and boiling those in water. Yes, those could be done in the wild. Case in point: Aragorn chewed a plant to give to Frodo after he was stabbed by the Nazgul's black dagger to try and stop the spread of the poison. This was a field-based cure done in the wild.

But some potions are just too powerful to be done like that, it's essentially game breaking. Now, perhaps the system will be a lot harder to use, but I believe the added immersion it will bring to spend time in the labratory (of sorts) cooking these up will make up for that. Plus, you'll learn to value your potions more when you can't make them anywhere you are on the road.

I think it's a great thing. At least, in my head.... let's wait to see how the reality makes me feel once it gets here. Hahaha.
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Nicholas
 
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Post » Mon Dec 06, 2010 12:57 am

Okay, seeing that i will immediately start with site design. This user interface is superb :lmao: ! Yes, information is sparse indeed.

Seriously i do like that shot. Kind of shows off their thought patterns and how they get to implementing things.
Just from the way the whiteboard writings read, i think they finally made it possible to select ingredients by the effects they have and then simply display the ingredients that are available in your inventory.
This would make potion creation a lot easier and absolutely nullify any need for an offsite implementation on a website, but i might be wrong! :cry: :grad: :ahhh:
On the other hand it takes some of the knowledge the player needs to acquire away. This is just speculation on my side though!


Hi Darliandor!

That little snap of the new alchemy creation process does look interesting and I think it will be even more interesting to transfer that same process to a web page.

I'd also like to thank you for making both of your previous labs which have saved me a lot of time and kept me from going insane ;)
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Jani Eayon
 
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Post » Mon Dec 06, 2010 7:55 am

I don't got much to add but I would like to mention every item in your inventory will be a 3D model now and you can fully preview it and inspect it. Instead of relegating players to looking at an item’s name and stat attributes, each possession is a tangible three dimensional item with its own unique qualities. Thousands of items are fully rendered, and players can zoom in on or rotate each one. You can even get an up close view of the flowers and roots you pick for alchemy. “It becomes an interesting time sink,” Todd Howard explains. “You can look at and explore every single thing you pick up.” You can twist, turn, rotate, zoom in and out on every item from all possible angles. At 3:06 (http://i119.photobucket.com/albums/o126/Windurin/SkyrimConceptArt3.jpg)in the http://www.gameinformer.com/b/news/archive/2011/01/10/video-behind-the-scenes-of-skyrim.aspx video you can see how detailed they go with the items. Even the different chunks of meat you loot from the creatures you've killed have their own individual unique 3D models and looks. Sometimes while inspecting certain 3D items such as magic relics you will discover something about them at a certain spot on them. Some quests will involve puzzle solving on the quest items which will require you to inspect the items for clues in order to progress and have your log updated. Even the in-game books and documents can be read in 3D rather than flat text windows that pop-up on screen.

This is a nice addition for Alchemy ingredients in your inventory.


Also worth a mention possibly is the overhauled foliage system. Bethesda new creation engine allows their artists to build whatever kind of trees they want and even dictate how they animate. By altering the weight of the branches they can adjust how much they move in the wind for example.

I'm sure this will play into other plantlife such as the plants you collect for alchemy. Just thought it was worth a mention.


That sounds really great for the immersion factor. Imagine how you might discover special effects of ingredients, by studying that way, as a kind of anolysis/destillation process. I'd like to see that in game!

Heres my take. I have been replaying oblivion the last few days and here are some of my thoughts on OB alchemy:
First, I think the that there should be a greater variety of useful potions. Honestly, I usually dont use the fortifies (except maybe personality, merchantile, etc), resists, or shields. I mainly use sorcery, health, and poisons. Now perhaps it is that I am not using alchemy to its fullest potential, but really I only make other potions to level and then sell (and the potions that you make usually arent worth a continental dollar). I would like to see some potions that you use by other means than just drinking or coating a weapon. How about a flask, when thrown on the ground, creates a fire, ice, fog, smoke, or root effect to help you elude your enemies. Or throw a flask right on a person to freeze them solid or make them burst into flames. To follow up with that, the magic system has redundant and useless spells that also need to go. When in the world are you gonna use drain mercantile? You cant use it on merchants because it makes them attack you. Pretty much all of the drains except health, fatigue, or magic are useless.
On another note, I would be surprised if there was a special animation for alchemy at the lab benches (unless its already confirmed) because NV had benches, and all it had was a menu screen to create the stuff. Moreover, does it really matter if alchemy is stealth or not? As long as we can do all three BS, EN, and AL but specialize in one, Ill be content.


Throwing potions have been like the thing that everyone has wanted from Alchemy in Oblivion and such effects would be great. Digging into Alchemy always proved worth in both Morrowind and Oblivion. You are able to make potions with up to 5 positive effects that include all of the above that you mentioned and more. The basic selling and simple potion creation has always been a good way to get your cashflow going. But the real power comes, when you delve deeper, as with almost anything else :)

Hi Darliandor!

That little snap of the new alchemy creation process does look interesting and I think it will be even more interesting to transfer that same process to a web page.

I'd also like to thank you for making both of your previous labs which have saved me a lot of time and kept me from going insane ;)


Yes and thank you. I just hope the ingame interface will not make it too simple, so that you still will have to keep track of what items you combine in which way, and not let the interface make it all for you.
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suniti
 
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Post » Sun Dec 05, 2010 8:21 pm

I'm a little dissapointed that Alchemy is now a stealth skill. I mean come on, brewing potions from herbs and mushrooms is the kind of thing you'd expect a witch or wizard to do, not a thief or assassin (even though assassins use poisons). Also why is it that with every new game the creators take out more and more skills? You'd think they'd either add more or try to improve the current skills, I mean all the skills are useful and add to the game.

Well anyways even if alchemy is now labeled a "stealth" skill I'll still probably add it to my magic character. I'm hoping there's a lot of fun to be have with alchemy, nothing is more satisfying than going out into the wilderness to gather herbs and mushrooms to take home and brew potions like in the olden days before modern medicine. :)
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Dalia
 
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