General information | Alchemy ESO guide, tips
Last update: 11 May 2016
Alchemy allows you to create various potions. Those familiar with other Elder Scrolls games will feel disappointment, because you can't prepare poison using alchemy, which can be later applied to a weapon.
Alchemy is probably the most useful of all the branches of crafting, because buying potions on your own (either from a store, or a player) costs enormous amounts of gold, while they are used in a flash. Monster on higher levels tend to drop more potions upon death, so you probably won't have to buy them yourself, but you cannot obtain all types of potions this way - and even with the enemy drop, the amount of drinks may still be insufficient.
Below you will find a table describing all the abilities available to you in the Alchemy branch.
Icon | Name and Rank | Description of the ability | Requirements |
Solvent Proficiency I | Allows the Alchemist to use Natural Water to make Level 3 potions and Clear Water to make Level 10 potions | Alchemy 1 | |
Solvent Proficiency II | Allows the Alchemist to use Pristine Water to make Level 20 potions | Solvent Proficiency I | |
Solvent Proficiency III | Allows the Alchemist to use Cleansed Water to make Level 30 potions | Solvent Proficiency II | |
Solvent Proficiency IV | Allows the Alchemist to use Filtered Water to make Level 40 potions | Solvent Proficiency III | |
Solvent Proficiency V | Allows the Alchemist to use Purified Water to make Veteran 1 potions | Solvent Proficiency IV | |
Solvent Proficiency VI | Allows the Alchemist to use Cloud Mist to make Veteran 5 potions | Solvent Proficiency V | |
Keen Eye: Reagents I | Reagents in the world will be easier to spot when you are 20 meters or closer | Alchemy 2 | |
Keen Eye: Reagents II | Reagents in the world will be easier to spot when you are 30 meters or closer | Keen Eye: Reagents I | |
Keen Eye: Reagents III | Reagents in the world will be easier to spot when you are 40 meters or closer | Keen Eye: Reagents II | |
Medicinal Use I | The resulting effects after consuming a potion last 10% longer. | Alchemy 8 | |
Medicinal Use II | The resulting effects after consuming a potion last 20% longer. | Medicinal Use I | |
Medicinal Use III | The resulting effects after consuming a potion last 30% longer. | Medicinal Use II | |
Chemistry I | Each successful crafting attempt in Alchemy produces one additional potion. | Alchemy 12 | |
Chemistry II | Each successful crafting attempt in Alchemy produces two additional potions. | Chemistry I | |
Chemistry III | Each successful crafting attempt in Alchemy produces three additional potions. | Chemistry II | |
Laboratory Use | Allows you to use up to 3 different reagents in the process of making a potion. | Alchemy 15 | |
Snakeblood I | Reduces the negative effects of potions by 50%. | Alchemy 23 | |
Snakeblood II | Reduces the negative effects of potions by 80%. | Snakeblood I | |
Snakeblood III | Reduces the negative effects of potions by 100%. | Snakeblood II |
Explanation
Yet another skill three requiring you to spend a lot of skill points. In contrast to majority of the previous branches of crafting, you should invest into 5 out of 6 abilities in the Alchemy skill tree:
- Solvent Proficiency - the ability to use a water of better quality (and of higher level) results in the creation of a mower powerful potion. There's no arguing that you should invest the maximum (total of 6) points in this ability.
- Medicinal Use - an increase (on the 3rd rank of a maximum of 30%) in the duration of a potion, is a thing that shouldn't be underestimated. You can look at this from a different approach - by investing 3 points in this ability, it's almost like you have just gained a one (almost) free potion.
- Chemistry - another must-have ability. By investing 3 points in this one, you will create 4 times the normal amount of potions with each successful crafting attempt. There's really nothing to add.
- Laboratory Use - the ability to use 3 (instead of 2) maximum reagents in each crafting attempt will allow you to create more powerful potions, or simply with more effects.
- Snakeblood - the last of the 5 required abilities. Majority of alchemical reagents you use, have a negative side to them (some of them have most of them negative, while there are some with only positive ones). By investing 3 points in this ability, you will no longer have to fear those negative effects.
An ability worth noting is the Keen Eye: Reagents, which, after investing a point in it, will make the nearby (the distance is dependent on the level of the ability) alchemical reagents more visible (they have a slight glow), allowing you to notice them a lot easier. A single point in this ability is more than enough, if you have at least basic ability of perception and are aware of your surroundings.