Alchemy in Skyrim - Information and tools by Darliandor

Post » Sun Dec 05, 2010 10:44 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
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Bitter End
 
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Post » Sun Dec 05, 2010 11:12 am

Other than alchemy is a stealth skill now I don't think anything else has been said about it.
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Jordan Moreno
 
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Post » Sun Dec 05, 2010 6:38 pm

Alchemy is a stealth skill now? Nice. It makes sense, as magic had Restoration.
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Tammie Flint
 
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Post » Sun Dec 05, 2010 11:43 pm

If you look at the Skyrim Trailer between 1:43 & 1:45 (Where he stabs the guy in the stomach) near his head at the edge of the water something that looks like Nirnroot & another to the rightside of the same river area in he distance. That's my little thing I noticed. :)
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Micah Judaeah
 
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Post » Sun Dec 05, 2010 1:23 pm

Alchemy will require a fixed workbench now, no more alchemy equipment of different quality as in Morrowind or Oblivion.

Upside would be that you don't have to search around for master equipment to make good potions.
However I see one downside, in Oblivion I collected a lot of ingredients, more than I could carry, stored this in a chest in my house together with the alchemy equipment.
Now here I would have to store the ingredients close to the alchemy workbench so we just have to hope it's containers nearby who don't respawn.
Anyway I guess we have portable alchemy workbenches after a day.
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Lakyn Ellery
 
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Post » Sun Dec 05, 2010 4:18 pm

Alchemy in the stealth category, what the crap dude that svcks so bad

Im pretty sure according to the lore and whatnot alchemy is all about distilling the magical effects from ingredients, thats magical research and everything

I know thieves use poison and all that stuff so thats where it sounds neat... but its not a stealth skill man.... what a drag

Might as well throw enchanting into a strength characters set since they can maybe carve magical runes and such into armor and weapons(not saying they can, just saying it sounds like a viking/nord thing)
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Andrew
 
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Post » Sun Dec 05, 2010 7:27 pm

I think there should be certain skills that can be put into one of two categories for example alchemy should be able to be in magic or stealth. Or another example Marksman should be in either combat or stealth. I think that would allow players to use options especially since alchemy is in stealth section.
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Life long Observer
 
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Post » Sun Dec 05, 2010 6:14 pm

Yeah alchemy in the stealth category doesn't make a lick of sense. It's unlocking magical properties of organic ingredients, how is that NOT magic?

Now, fixed alchemy tables, that makes sense.. but I'd still like to see different qaulites.. some institutions could have high quality alchemy sets, and you could buy an expensive set for your house.
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Helen Quill
 
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Post » Sun Dec 05, 2010 4:13 pm

Well, i am not yet aware about how the game mechanics work, so it might not matter as much in which category Alchemy is.
Thanks for all the information so far. I will be looking through the videos and screenshots for any hints!

Personally i also think that putting Alchemy in Stealth category is strange. We might hear about reasons for that at some point.

Fixed alchemy tables or not. Don't think it will make too much difference. You cannot make any potions just when you are on the road, but dragging around all that stuff to make potions, never made sense to me.
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Megan Stabler
 
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Post » Mon Dec 06, 2010 1:22 am

It also means we will get animations for alchemy. Like mixing potions and grinding up stuff with the mortar and pestle.We also have cooking too.
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Marie
 
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Post » Sun Dec 05, 2010 4:00 pm

I think there should be certain skills that can be put into one of two categories for example alchemy should be able to be in magic or stealth. Or another example Marksman should be in either combat or stealth. I think that would allow players to use options especially since alchemy is in stealth section.


Which category a skill is in really doesn't matter much anymore when you consider that classes no longer exist, it's pretty much just a method of classification.

I think putting alchemy into the stealth category was mostly a decision based on game balance more than anything. Bethesda wanted to keep the number of skills in each category even, and since magic already has the magic schools and enchanting, none of which would logically fit in another category, alchemy had to go elsewhere, or magic would have more skills than other categories, and when you get down to it, stealth seems to pretty much be the place where skills that don't fit in other categories end up, I mean, strictly speaking, speechcraft has nothing to do with stealth, but it's definitely not a combat or magic skill either. And I think that Bethesda said that each category has one crafting skill, alchemy for stealth, smithing for combat, and enchanting for magic, so from a gameplay standpoint, it really seems to me that making alchemy a stealth skill was the most logical option.

Besides, I've always found alchemy as a magic skill a bit strange too, because you're not actually doing any magic with it. Sure, you can say the effects of ingredients and potions are magic, but still, you're just mixing ingredients in such a way as to bring out the latent magical qualities in them, you don't actually use any magicka yourself. By comparison, the other magic spells mostly cover casting spells, and while enchanting doesn't involve any actual spells, you are binding trapped souls to items to give them magical properties, and while the exact proccess by which this functions is not explained in detail, to my knowledge, I think we can safely assume it involves use of some form of magic on the enchanter's part, so alchemy as a magic skill always came off as kind of odd to me. But I guess that's the problem with trying to categorize such a wide range of skills into three broad categories.

In any case, I doubt anyone would complain that it "doesn't make sense" if alchemy was a stealth skill from the start.

It also means we will get animations for alchemy. Like mixing potions and grinding up stuff with the mortar and pestle.We also have cooking too.


I wouldn't say it necessarily means that. After all, in Fallout 3 and New Vegas, you needed to find static objects for crafting, but you still didn't get animations for crafting items.

As to cooking, I'd assume it's just something you can do, not affected by any skills, as there aren't enough skills to allow for cooking to be a skill.
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Rhiannon Jones
 
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Post » Sun Dec 05, 2010 4:44 pm

I hope alchemy is more in depth now, so you can distill certain properties and use filters/flux to remove/improve certain properties.
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Nick Pryce
 
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Post » Sun Dec 05, 2010 2:48 pm

Well, i am not yet aware about how the game mechanics work, so it might not matter as much in which category Alchemy is.
Thanks for all the information so far. I will be looking through the videos and screenshots for any hints!

Personally i also think that putting Alchemy in Stealth category is strange. We might hear about reasons for that at some point.

Fixed alchemy tables or not. Don't think it will make too much difference. You cannot make any potions just when you are on the road, but dragging around all that stuff to make potions, never made sense to me.

As I understand it makes no difference, they wanted 6 skill in each group and one crafting skill in each and magic got enchanting so they moved alchemy who is also used by archers.

Problem with fixed alchemy tables is that you can not make potions in your house where you have all your ingredients you have to go to the mage guild or similar location. Workable if you can use the chests at the locations but it they respawn, npc loot them or using them is theft it will complicate things.
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Sweets Sweets
 
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Post » Sun Dec 05, 2010 9:41 pm

Besides, I've always found alchemy as a magic skill a bit strange too, because you're not actually doing any magic with it. Sure, you can say the effects of ingredients and potions are magic, but still, you're just mixing ingredients in such a way as to bring out the latent magical qualities in them, you don't actually use any magicka yourself.


Yes, i didn't think of it like that beforehand and i agree with you. Its actually a skill unbound to Magic, Strength or Stealth.


As I understand it makes no difference, they wanted 6 skill in each group and one crafting skill in each and magic got enchanting so they moved alchemy who is also used by archers.

Problem with fixed alchemy tables is that you can not make potions in your house where you have all your ingredients you have to go to the mage guild or similar location. Workable if you can use the chests at the locations but it they respawn, npc loot them or using them is theft it will complicate things.


That makes sense then.
About the fixed locations. I hope modding is in, so i would not consider that too much of a problem. I will look forward to what they will come up with to make it reasonable to use.
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Lily Something
 
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Post » Mon Dec 06, 2010 12:44 am

Noooooooooooooooo Don't take away my abilty to do alcermy in the wild :( making heath potions when I killed deers was a must have dam :cry: and since I am getting it on the XBOX 360 I can't get mods :sad: in fallout New Vegas I never used the benchs or cooking fires as having to find one every time made me not bother with the skill hope this does not ruin my fave skill for me :ahhh:
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jenny goodwin
 
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Post » Sun Dec 05, 2010 7:15 pm

Alchemy as a stealth skill is hmm. I assume its because they've tried to balance the amount of skills assigned to each character archetype or something and there weren't enough stealth related skills? But still, I don't really like it. Even if alchemy doesn't actually require magic in TES lore (?), its something I generally associate with mages.
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Adam Baumgartner
 
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Post » Mon Dec 06, 2010 1:15 am

Another thing i could see irking people (though possibly not by much), you know in daggerfall and such when you were doing character creation and were answering questions and if your answer leaned one way one constellation would get brighter than others? Well what if in skyrim depending on what skills you choose since class doesn't exist anymore, when you go into the menu and look towards the stars its the same thing pretty much

i could really see someone who plays an all mage character getting pissed when looking up seeing the thief constellation being a bit brighter than they would like thanks to their alchemy being a skill they put alot into, i know i would...

or since when your skills change the constellations you actually see it in the night sky in real time, so it could be a constant reminder to a full mage that the thieves got one of their skills, i hope we get more info on that stuff plus birthsigns real soon
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Antonio Gigliotta
 
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Post » Sun Dec 05, 2010 9:41 pm

Noooooooooooooooo Don't take away my abilty to do alcermy in the wild :( making heath potions when I killed deers was a must have dam :cry: and since I am getting it on the XBOX 360 I can't get mods :sad: in fallout New Vegas I never used the benchs or cooking fires as having to find one every time made me not bother with the skill hope this does not ruin my fave skill for me :ahhh:

+5 for good use of emmoticons, you level up.:trophy:
I guess the alchemy benches will be at guild or other logical places. Yes I made potions in the wild myself but pretty seldom.
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REVLUTIN
 
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Post » Mon Dec 06, 2010 4:48 am

i could really see someone who plays an all mage character getting pissed when looking up seeing the thief constellation being a bit brighter than they would like thanks to their alchemy being a skill they put alot into, i know i would...

This could also be true the other way around.
I could really see someone who plays a thief character getting pissed when looking up seeing the mage constellation being a bit brighter than they would like thanks to their illusion being a skill they put alot into.
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Krista Belle Davis
 
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Post » Mon Dec 06, 2010 1:07 am

This could also be true the other way around.
I could really see someone who plays a thief character getting pissed when looking up seeing the mage constellation being a bit brighter than they would like thanks to their illusion being a skill they put alot into.



Well i mean.... come on man, illusion is straight up magic, it being governed by personality is just silly, you are manipulating peoples bodily functions and emotions through sheer will, also bending and creating light to become invisible and see, not using parlor tricks and such to distract people and all that

In fact i would go so far as to say they should have removed illusion rather than mysticism or maybe both of them, i always thought it real weird that illusion, a form a magic was governed by what kind of a person you are and such, i mean like i said above the powers under that school of magic had nothing to do with your personality and charisma....

anyway, i think this constellation thing is something they need to look into, so that situations like we described don't actually happen

and alchemy does not belong in the stealth category, just saying
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Rachyroo
 
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Post » Sun Dec 05, 2010 2:26 pm

Alchemy is a stealth skill now? Nice. It makes sense, as magic had Restoration.


how the hell does that make sense?

cos grinding herbs in a morter/pestle is a lot like sneaking around in shadows..????
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REVLUTIN
 
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Post » Mon Dec 06, 2010 1:20 am

Alchemy is a stealth skill now? Nice. It makes sense, as magic had Restoration.


Yeah. It totally makes sense. Now excuse me while I go a little stealthy and prepare some potions...(don't mind the alembic noises, please).
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Rachell Katherine
 
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Post » Mon Dec 06, 2010 4:07 am

I don't think it will be all that far-fetched that we could purchase or build alchemy workstations to our houses if we have them.
The move of alchemy to stealth was probably based purely on balancing the amount of skills in the different categories and nothing else. If it had stayed in magic we would have had to loose another school of magic or get one more combat skill and one or two new stealth skills.
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Emily Jones
 
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Post » Sun Dec 05, 2010 6:07 pm

Yeah. It totally makes sense. Now excuse me while I go a little stealthy and prepare some potions...(don't mind the alembic noises, please).


I can see how your mage needs hes daggers and arrows poisoned all the time. And why use a simple restoration spell when you can always go find herbs and brew potions.

/sarcasm

I agree that this change doesn't perfectly fit the lore, but alchemy should never have been magic oriented skill since there is restoration magic and using poisons is more stealth-type characters style.
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Roberto Gaeta
 
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Post » Sun Dec 05, 2010 3:38 pm

i always though alchemy would allow one to make bombs/grenades but if they implement it in skyrim i would be really, really surprised

something like a flashbang would be awesome for a stealth character
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Miss Hayley
 
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