
If (physicianPerk and kwda.ContainsAny(restoreHealth, restoreMagicka, restoreStamina)) return 25īeneficial = "000F8A4E" // Beneficial Effect (MagicAlchBeneficial)īenefactorPerk = Player.HasPerk "00058216" // Benefactor perk PhysicianPerk = Player.HasPerk "00058215" // Physician perk RestoreStamina = "00042503" // Restore Stamina (MagicAlchRestoreStamina) RestoreMagicka = "00042508" // Restore Magicka (MagicAlchRestoreMagicka) RestoreHealth = "00042503" // Restore Health (MagicAlchRestoreHealth) If (Player.HasPerk "000c07cd") return 100 // Alchemist perk rank 5Įlse if (Player.HasPerk "000c07cc") return 80 // Alchemist perk rank 4Įlse if (Player.HasPerk "000c07cb") return 60 // Alchemist perk rank 3Įlse if (Player.HasPerk "000c07ca") return 40 // Alchemist perk rank 2Įlse if (Player.HasPerk "000be127") return 20 // Alchemist perk rank 1 Strength Equations Helper functions used in effect strength calculations: The ingredients River Betty and Nirnroot are exceptions to this rule. Instead of calculating gold cost based on a 0-second duration (which is treated as 10 seconds), many Damage Health ingredients use a 1-second duration. There's a bug that affects gold calculation for most ingredients with Damage Health. Ectoplasm combined with any Fortify Destruction ingredient other than Nightshade yields a standard-strength Fortify Destruction potion. This also means that ingredients with weaker effect strengths, such as Ectoplasm and Nightshade for Fortify Destruction, are only relevant if combined with another weak ingredient. If River Betty and Nirnroot are combined, the potion will have the exact same properties as a potion made using River Betty and Deathbell or River Betty and Falmer Ear. The ingredients in the following table are all listed in decreasing priority, so the top-most ingredient is always the one that determines the properties. When using non-standard ingredients, the effect properties are determined only by the highest priority ingredient for that effect, where the ingredient priority is believed to be the Cost for the effect, as listed for each item in the Creation Kit. (The internal value for the duration of the potion has been changed, but that duration has no effect on game play other than through the gold cost of the potion). Nirnroot ( 12.6× ): Damage Health potions that include Nirnroot will have a gold cost 12.6 times larger than a standard potion, even though the magnitude of the potion is the same.The gold cost of the potion is also affected, but the factor is not shown on this page (see Damage Health for details). River Betty ( 2.5× ): Damage Health potions that include River Betty will have a magnitude 2.5 times greater than a standard Damage Health potion (e.g., 30 magnitude at alchemy 100).Those ingredients are noted in the following table by including symbols summarizing how those ingredients alter the potion.

Several effects (most notably Damage Health) have ingredients that produce non-standard potion strengths. However, those values are still relevant in determining the cost of the potion. Values in italics (for example, the duration of many potions) are values that are not visible in-game, and in most cases do not have an effect on gameplay.

Even larger enhancements are possible with custom enchantments.

With 100% Fortify Alchemy (the maximum possible without custom enchantments) and all Alchemy perks, most potions and poisons will be five times stronger (6.25 times stronger for restoration potions). These are not the maximum strengths of a potion: they can be increased if alchemy perks are unlocked and also by fortifying alchemy skill. The last three columns of the following table provide the magnitude, duration, and cost (gold) of a standard potion if crafted at 100 Alchemy skill, without any perks.
