Anniversary Edition, Creation Club on, no mods. Rare Curios ingredients are
marked CC. Effects on each card are computed from its ingredients rather than
typed in, so they cannot drift.
Potions
No potions match that filter.
Excaliboost
- Fortify One-Handed
- Fortify Marksman
Notes
Due to a glitch, Fortify Marksman works on all weapons — effectively doubling this potion’s potency.
25 Canis Root on Ivar’s Path. Corkbulb and Stoneflower can replace and boost the other slots: swapping both in keeps Fortify One-Handed and Fortify Marksman and adds Paralysis, because Canis Root and Corkbulb Root share it.
Take Purity before brewing that one. Paralysis is a negative effect, so the perk strips it on the way out — you get the two fortifies without paralysing yourself for the first few seconds of the fight.
Rare Curios swap — brew with Purity
- Fortify One-Handed
- Fortify Marksman
- Paralysis
Nord Blood
- Resist Fire
- Fortify Two-Handed
- Regenerate Stamina
- Fortify Illusion
Notes
The ideal Nord Power potion. Boosting that fear effect for higher levels comes in handy more often than not. Fire traps and dragons also handled.
Note the fourth chip: Fly Amanita and Mora Tapinella both carry Regenerate Stamina, so this brews as a four-effect potion rather than three.
Elebane
- Resist Frost
- Resist Shock
- Resist Fire
Notes
Kyne’s Peace Shout v2 will just have Hawks fall from the sky. Dupe them though — they’re a pain.
Liquid Gold
- Money
- Waterbreathing
- Regenerate Magicka
- Regenerate Health
Notes
Takes 250 with boosts to get to 100. Guardian Stones and Dragonsreach will have what you need.
Builder
What are you making?
Which effects?
Resto loop
The formulae, and why the gear count is the throttle
Alchemy — the magnitude of a potion you brew:
mag = BaseMag × 4 × (1 + Skill/200) × (1 + Gear/100)
× (1 + Alchemist/100) × (1 + Benefactor/100) × (1 + Seeker/100)
Gear is the summed Fortify Alchemy across everything you are wearing.
Fortify Restoration has BaseMag 4 and Fortify Enchanting has BaseMag 1, which is
why the restoration potion is always exactly four times the enchanting one.
Enchanting — the magnitude you can place, given a Fortify Enchanting potion:
mag = floor( BaseMag × skillMult × (1 + Enchanter) × (1 + categoryPerk) × (1 + Sorcery) )
skillMult = 1 + x(x − 0.14)/3.4 where x = Skill × (1 + potion/100) / 100
The load-bearing detail: the potion does not multiply the finished
enchantment. It scales your effective skill inside a quadratic, so the
enchantment comes out quadratic in potion strength. BaseMag is 8 for Fortify
Destruction, 13 for Fortify One-Handed, 15 for the elemental resists, 20 for the
attributes — which is what the picker’s groups are.
The loop. Every Fortify <Skill> effect, potion and apparel enchantment
alike, is internally school-of-Restoration. So a Fortify Restoration potion
boosts them, and re-equipping gear while one is active bakes the larger value in.
With x the active fraction and e the summed gear:
x[n+1] = r × (1 + e(1 + x[n])) × (1 + x[n]) x[0] = 0
\____ brewed ____/ \__ applied __/
Two compounding factors per round — the gear you re-equip is worth more, and
the new potion is itself a Restoration effect so drinking it on top of the live
one multiplies it again. Growth is quadratic, not geometric. The gear recomputes
from its own base each time rather than stacking on itself; all the compounding
lives in x.
That recurrence is a derivation, not something published. Solving x[n+1] = x[n]
gives a discriminant of (1−r)² − 4re, so “no fixed point” is exactly UESP’s
documented divergence condition e > (1−r)²/(4r). It also reproduces all three
of UESP’s worked examples.
The throttle. Wearing everything every round overshoots wildly — 121% at
three rounds, 9,874% at four. What you control is how many pieces are on your
body while you brew. And a piece only takes the boost if it is worn at the
re-equip, so one you leave off keeps whatever it was worth last time. The four
drift apart in value, which is why plans name pieces rather than counting them,
and why round 3 wearing AC is a different move from round 3 wearing AB.
Two ways this is wrong for you. If you run the Unofficial Patch none of it
works: USSEP takes the Fortify effects out of the Restoration school and
separately turns the enchanting potion into a flat multiplier. And the 0.14 and
3.4 above are UESP’s empirical fit rather than extracted engine values — moving
3.4 to 3.3 shifts a 121% result to 124%, so treat the last digit as soft.
Everything upstream of the enchanting step is exact.