You can safely have up to 5 potion effects active at once (including healing potions). 6 makes you take slight damage, but not quite enough to overtake a healing potion. 7 is more serious and 8+ is rather lethal. The intention is to give the player a “buff budget” and limit the capabilities of late-game characters with tons of money for potions; it doesn’t really penalize using potions unless you already have a ton of potion effects in you so that early game characters are unaffected. You can decide if you’d rather have many buffs than the ability to heal. One of the easiest ways late game characters can become practically invincible is by chugging 13 different potions at once for difficult fights. Now, you will have to make more decisions as to which potion is most valuable for a specific fight.
Cleansing potions now have the additional use of making room for more buffs.
All poisons are much less potent, but last for many more uses. Treat them more like weapon oils in Witcher. Paralyze, frenzy and fear are now chance based to proc. Poisons need to be potent, but if you stockpile them it becomes easy to cheese specific enemies by unloading huge amounts of poisons on them so I decided the best solution would be to spread their potency out over many doses. Poison effects stack, but remember that Weakness to X poisons bottom out at -100% weakness.
Alchemy Muscles reduced to +40 H/S and +25% stamina regen.
Alchemy Intellect reduced to +50 magicka and 40% regen.
Alchemy Regen reduced to 0.4/2 out/in water.
Basic Perk II available at 50 skill.
Alchemy no longer makes any money. This coupled with the merchant gold change is intended to eliminate Alchemy as being such an overpowered source of income. NPCs arbitrarily overvalue certain effects, pay more for potions with bad side effects, and for some reason trust
this dubiously skilled drifter to make reliable and quality potions for which they are willing to put their store’s reputation on the line to sell. And that’s assuming that you aren’t just lying about the effects of the hundreds of random potions you create. Only reputable alchemists should realistically deserve the right to sell potions to Skyrim’s people.
Alchemy scales to less extreme values. However, basic potions you make will be a bit better. In general a novice alchemist can make potions which are about equivalent to Feeble quality store bought potions, while master alchemists or very skilled alchemists using superior ingredients can make potions on par with Remarkable-tier potions.
Rebalanced ingredients to have effects which roughly correlate to the strength of store-bought potions. Ingredients are heavier. Alchemy yields reduced significantly. Not quite as much as AZTweaks where you will sometimes fail to harvest ingredients but you won’t harvest multiple items per bush. Due to Alchemy’s usefulness for supplying the player with useful potions for cheap, this is necessary to prevent the player from obtaining a literally limitless arsenal of consumables.
(Feeble) is once again (Deficient). Potions were alphabetized from weakest to strongest and there is absolutely no reason that should have been broken. (Deficient, Faint, Fair, Good, Remarkable, instead of Faint, Fair, Feeble, Good, Remarkable!)
Daedra hearts are no longer quite as broken, but make the best decay pots and also make “surpassing” healing potions, massive restoration over 1 second.
Re-Reqtified the Jarrin Root. Its magnitude was fairly insane in vanilla but was fairly “tame” by requiem standards, so have fun obliterating a dragon or two with it.
Healing Poultice now heals a flat amount of health instead of regeneration, and only works out of combat as per usual. However it is probably the cheapest and most efficient non-restoration way to heal out of combat, and is very plentiful at alchemists. Also, you no longer “drink”
poultices, as they have been changed to use a more fitting splotchy noise on consumption.
Premade potions’ weakest versions are buffed so that you will get more use out of the worst potions rather than them being mere deadweight. In addition, Restore X potions and Regenerate X potions have been overhauled. Most Good-Remarkable are about 2x as good as
Deficient instead of 3x or more in most cases. Healing Potions now regenerate health rapidly for 20 seconds rather than restoring a flat
amount of health. A Feeble/Deficient potion now restores 20% of your health over 20 seconds, while a Remarkable potion restores 40% over those same 20 seconds. Surpassings are unchanged. Feeble potions are now more useful into the lategame, but remember that 100
health = 1 health point per second; so your ability to heal in the earlygame is a good deal more limited. They are cheaper and more plentiful, though.
Magicka Potions now also regenerate magicka instead of restoring it, ranging from 150% to 300% over 10 seconds. Note that they will have no effect while you are casting spells.
Skooma now works like Jet/Turbo from Fallout instead of giving you giant stat buffs + a random chance to die or get paralyzed. It also causes addiction, which can be treated like any disease, but confers significant regeneration penalties when you're not skooming. Skooma was only useful for warriors, so I wanted mages to get in on the fun. It also provides slow time as an extra boost against regenerating enemies if you don't quite have the DPS yet.
Stamina Potions now fortify stamina regeneration instead of restoring flat stamina, ranging from 75% to 150% over 30 seconds.
Potions of Regenerate Attribute now function like healing poultices/tonic of endurance/concentration balm, providing a trickle of that attribute over a long period of time except for magicka, which is still percentage based prevent restoration during conjuration spells or while spellcasting. Regeneration now gives 0.3/0.35/0.4/0.45/0.5 per second over 4200 sec. Stamina is now 0.8/0.9/1/1.1/1.2 over 4200 seconds. Magicka is now 25/28/31/34/37% over 4200 seconds. In addition, general store merchants now sell these more often.
Added Spellbane Root, an item bought from alchemists or looted off of spriggans, which provides 15% magic resist for 30 sec but drains stamina and magicka during that time. Intended to serve as a “ice wraith essence” for general antimagic use so that the hunt for MR isn’t quite as bad. Not toxic since it has its own downside, and it stacks with MR potions.