Skyrim talk:Ingredients

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Archive 1: Nov 2011 - Dec 2012

Ingedients table sorting broken[edit]

It seems that clicking on the header of a column of the table of ingredients doesn't sort it. Nothing happens. OS is Debian. Epiphany version 2.30.6 and Iceweasel (Firefox) version 3.5.16. -- MartinS 94.255.233.233 00:56, 5 January 2013 (GMT)

It's not just you, it shouldn't have had the sortable arrows on it in the first place. Due to the merged rows and columns in the table, a sortable feature wouldn't work. See the Morrowind, Tribunal, Bloodmoon, Oblivion, and Shivering Isles ingredient pages. None of them have the sortable arrows for that reason. I've removed the sortable arrows from this table to standardize it with ingredient tables in other namespaces on the site. Thanks for bringing this up! — ABCface 06:19, 7 January 2013 (GMT)
Ok. However it would be really neat to be able to sort on Name (default now), effect (hard
as there are four columns), price and merchant availability (this is the one I want at the
moment). I see two possible ways to achieve this. 1. Put the "how to get it" column besides
the other columns (and last as its length varies a lot) or 2. Put that in a seperate table.
1 would make the table very wide, so I'd go for 2. -- MartinS 94.255.233.233 12:41, 12 January 2013 (GMT)

Swamp fungal pod never respawn?[edit]

It seems that the plants of swamp fungal pod will never respawn after being harvested once. I've found two locations with this problem, outside Movarth's Lair(Morthal) and Volkihar Courtyard. I'm quite sure enough days have passed before I visited there again. Can anyone confirm it? Any solutions? thanks Dreamshadow (talk) 12:42, 18 March 2013 (GMT)

Swamp Fungal Pods do re-spawn. I regularly harvest them in the swamps north-west of Morthal. I had the same experience as yours but with Giant Lichen. They will "eventually" grow back. Solutions? Perhaps avoid that area for awhile? I am unsure if being near harvested plants resets the re-spawn time, like returning too early to a cave/dungeon does. - Toad the unregistered user--65.60.152.50 00:16, 20 June 2014 (GMT)

Data update[edit]

I've noticed that the numbers of samples of ingrediants are out-dated. Obviously, it didn't take DG and DB into count. Maybe some update is needed. Dreamshadow (talk) 13:54, 18 March 2013 (GMT)

Alchemy list[edit]

Wanted to print out lists of alchemy ingredients and effects. Maybe a more printer friendly version of these lists can be done? I would work on it myself but I'm still cheesed about stuff that happened here during the Oblivion days and I don't contribute around here any more. )474(4V57 23.29.221.123 00:01, 13 October 2013 (GMT)

How many...?[edit]

Does anyone know off the top of their head how many ingredients/effects there are (too lazy to count at the moment)? It seems like 100+ ingredients and 40+ effects? 4tran (talk) 12:11, 20 February 2014 (GMT)

A good guess. 56 effects and 113 ingredients including all DLC added ones. Silence is GoldenBreak the Silence 21:12, 20 February 2014 (GMT)

Dragonborn Ingredients?[edit]

I noticed that none of the ingredients from the Dragonborn expansion are on the table. I don't know if this was intentional, but I see ingredients fom the other expansions are included here.99.196.120.89 04:11, 19 April 2014 (GMT)

They're at Skyrim:Ingredients. Generally, when an expansion is large enough to warrant its own namespace, we keep the lists separate. See also: Shivering:Ingredients, Tribunal:Ingredients, Bloodmoon:Ingredients. — TheRealLurlock (talk) 04:17, 19 April 2014 (GMT)

Mention the UESP map?[edit]

I don't now if it's just me that can't find it but wouldn't it be nice to mention that individual ingredients can be shown at the UESP: Skyrim Map? — Unsigned comment by Sciferr (talkcontribs) at 22:27 on 27 June 2014

Are you asking for them to be added because they aren't on the map? Silence is GoldenBreak the Silence 22:33, 27 June 2014 (GMT)
Eh? I mean to mention that the map has the functionality to show where ingredients can be found. The little drop down menu. Sciferr (talk) 22:41, 27 June 2014 (GMT)
The colored squares part? Sure, that could be incorporated into the page. Silence is GoldenBreak the Silence 22:47, 27 June 2014 (GMT)
Has that functionality been removed? I don't see it anywhere. 184.101.64.144 03:04, 26 July 2019 (UTC)

Table incorrect?[edit]

Perhaps I don't understand the table entirely. Or perhaps it is incorrect. I checked the value of every potion that resulted in only one effect (Alchemy at 100, no enchantments worn, PC version, no outside DLC). I'll say my piece and let someone else decide if I'm an idiot. (Dragonborn ingredients included here instead of on the Dragonborn page for the sake of keeping this observation organized neatly.)

• To say that Charred Skeever Hide affects the value of a Cure Disease potion by .36 is not entirely correct. If you combine it with any ingredient with a Cure Disease effect EXCEPTING for Hawk Feathers, it has a normal value. Ditto essentially Hawk Feathers.

• Combining Crimson Nirnroot with any ingredient with a Damage Stamina effect affects the price by roughly 3.36.

• To say that Briar Heart affects the value of a Fortify Block potion by .5 is not entirely correct. If you combine it with any ingredient with a Fortify Block effect EXCEPTING for Honeycomb, it has a normal value. Ditto essentially Honeycomb.

• Combining Yellow Mountain Flower with any ingredient with a Fortify Restoration effect affects the value by roughly 1.28.

• Combining Boar Tusk with any ingredient with a Fortify Stamina effect affects the value by roughly 7.53, not 5.9.

• Combining Ashen Grass Pod with any ingredient with a Resist Fire effect affects the value by roughly 1.37.

• Combining Beehive Husk and Thistle Branch not only affects the potion effects, but also affects the price by roughly .47.

• Any combination of Blisterwort, Felsaad Tern Feathers, and Imp Stool affects the value of the resulting Restore Health potion by roughly .47.

• Combining Bear Claws and Salmon Roe affects the value of the resulting Restore Stamina potion by roughly .78. (I have no idea where that .4x by Salmon Roe might come into play; I noted no change in potion effect.)

• It's true that Nirnroot affects the value of Damage Health potions by 12.6, but that is far from the only thing going on there. I found four more "abnormal" values among the ingredients with Damage Health effects:

• River Betty affects the value by 34.6.
• Emperor Parasol Moss affects the value by 19.7 (except River Betty).
• Crimson Nirnroot affects the value by 3.3 (except River Betty, Emperor Parasol Moss, and Nirnroot).
• Deathbell affects the value by 1.5 (except River Betty, Emperor Parasol Moss, Nirnroot, and Crimson Nirnroot).

I could also cavil with some of the multipliers I don't mention, but I don't want to change the subject, and anyway the cavils are almost meaningless. Robert Cannelin (talk) 04:08, 6 August 2014 (GMT)

I believe these values come directly from the data. It is possible there are other things going on, but that's where the values are coming from (I think). Jeancey (talk) 04:15, 6 August 2014 (GMT)
When making a potion the ingredient with the highest potency is used to calculate the power of the potion produced. So 1.0 & 1.0 = 1.0 or 0.5 & 1.0 = 1.0 or 0.5 & 0.5 = 0.5 or 2.0 & 0.5 = 2.0 — Unsigned comment by DraconisMaximus (talkcontribs) at 05:31 on 14 November 2016

The item code for salt piles is incorrect. It generates a salt pile but the generated item cannot be used in recipes and has no resale value. the correct item code is 00034CDF

That salt pile item code is the "Rare Salt Pile" or "Black-Briar Secret Ingredient" as I've seen elsewhere. I think it's supposed to be a quest item, but not used in any way. Yes, it needs to be fixed.

The item code for Nightshade is also incorrect. It shows xx042A41, which I have no idea comes from, but it should be 0002F44C. I have no idea how to edit that, I'm not a regular here. I hope I'm even contributing to this correctly.

DLC Ingredients in Skyrim Special Edition[edit]

Some if not all of the DLC ingredients seem to been given different ID numbers in the new se version. I don't know if this applies to other types of items or not yet. Has anyone else noticed anything like this? — Unsigned comment by DraconisMaximus (talkcontribs) at 04:31 on 14 November 2016‎

Do you mean the whole ID or just the first two characters (xx) being changed. If its just the xx being changed, then see Form ID, as these are different for most users. If its the whole ID you can check the CSList to see if its a reference ID for a specific item or the base ID of the item, or post the numbers here and we can check them. Silence is GoldenBreak the Silence 18:52, 14 November 2016 (UTC)

Should Mort Flesh be on this list?[edit]

Mort Flesh is the only ingredient on the list that comes from a mod or in-game store download. Should it be on this list, or should it be treated like any other mod's added ingredient (and therefore not listed)? Clairelyclaire (talk) 03:48, 1 October 2018 (UTC)

I was thinking of adding the Rare Curios ingredients, but there are so many that it would probably damage the usefulness of this page for most people. To be consistent in how CC content is covered, I've removed mort flesh from the list. —Dillonn241 (talk) 07:22, 2 October 2018 (UTC)

Creation Club ingredients[edit]

Having a single table with all ingredients and their effects is handy and practical, something that the category listing does not provide. I understand the reason why they are not wanted in the main table; however perhaps they could fit in a separate table under a different header? I have something that could be used on my sandbox (ignore all the red links caused by it being in userspace, I don't know how to force templates to think they are in a different namespace). --Gez (talk) 22:34, 1 February 2021 (UTC)

I could definitely get behind adding a separate table for Creation Club ingredients. As for the sandbox issue, {{Sandbox Space}} should fix all those red links. --Oriwa Talk 22:45, 1 February 2021 (UTC)

Merchant Availability Percentages Backwards[edit]

Within each item section, the Merchant Rarity is listed as "Common, Uncommon, Rare, or None." The details for these seem backwards, though:

  • "It is categorized as a common ingredient, meaning that all apothecary merchants have a 36% chance of carrying 1-5 samples."
  • "It is categorized as an uncommon ingredient, meaning that all apothecary merchants have a 15% chance of carrying 1-5 samples."
  • "It is categorized as a rare ingredient, meaning that most apothecary merchants have a 21% chance of carrying 1-4 samples."

It would seem to me that Uncommon (15%) should be more common than Rare (21%)? Did someone get these backwards when adding these lines to all of the Ingredient pages? I'm not certain what the actual values are.