Old Alchemist
Mods:
Harold the Pack goat
Professor Benjamin Doon
Alchemist's Shack OverHaul
Roleplaying hooks:
No fast travel, no horses.
Weapons are only for delivering potions/poisons
Every time you find a mead, drink it.
(see below for brews)
Perks:
Alchemy
0 - Alchemy Mastery (2) - Potions and poisons you make are 20/40% stronger.
20 - Physician - You may choose a type of beneficial potion: Health, Magicka or Stamina. Potions you mix that restore or fortify the chosen attribute are 50% stronger.
20 - Stimulants - When you use a beneficial potion or ingredient, you regenerate 2% of your Magicka and Stamina per second for 30 seconds.
30 - Advanced Lab - You may choose to upgrade one alchemy lab to an Advanced version for 2500 gold. Potions you mix are 25% stronger at an Advanced Lab. Can be "Disassembled" by sneaking, allowing you to upgrade another.
30 - Experimenter - Eating an ingredient reveals all effects.
30 - Poisoner - Poisons you mix are 1% more powerful per level of Alchemy.
40 - Bottomless Cup - Poisons applied to weapons last for one additional hit per 10 levels of Alchemy.
40 - Crimson Haze - Stimulants also increases movement speed by 10% for its duration.
40 - Elemental Oil - You may choose a power: "Fire Oil", "Frost Oil" or "Shock Oil". At will, create a pool of oil that lasts 20 seconds. It reacts violently when struck by a projectile or explosion, exploding and dealing damage equal to your Alchemy skill level.
50 - Alkahest - Your poisons are highly corrosive, enabling you to ignore 40% of the armor rating of an affected target for their duration.
50 - Lab Skeever - For 20 seconds after using any alchemy lab, beneficial potions you drink last 15 times longer and are 25% stronger.
60 - Green Thumb - Twice as many ingredients are gathered from most harvestable objects.
60 - Maenad - Magicka and Stamina are increased by 50 points when you are under the effect of a beneficial potion or ingredient, but reduced by 25 points when you are not.
60 - The Alchemist's Cookbook - You may choose a second Elemental Oil power. In addition to "Fire Oil", "Frost Oil" and "Shock Oil", you may also choose "Calming Oil", "Frenzy Oil", "Paralysis Oil" or "Hallowed Oil".
70 - Double Toil and Trouble - You mix twice as many potions at your Advanced Lab.
70 - Pure Mixture - All negative effects are removed from created potions, and all positive effects are removed from created poisons.
80 - Amplify Lethality - Grants the "Amplify Lethality" power. Once a day, point at a victim to silently reduce their poison resistance by 250% for 10 seconds.
80 - Witchmaster - When you use a beneficial potion or ingredient, 50% chance to receive a powerful side effect, randomly chosen from a range of 40 side effects.
90 - Chymical Wedding - Witchmaster side effects have 50% chance to cause side effects themselves.
90 - Walking Disaster - In combat, periodically spill a random oil puddle on the ground. Puddles last 60 seconds.
90 - World Serpent - When you shout, your blood turns poisonous for 15 seconds. The next time you get hit with a weapon, retaliate with a powerful poisonous strike that deals 50 points of poison damage per second for 10 seconds.
100 - That Which Does Not Kill You… - Upon learning this perk, you imbibe a deadly toxin, taking 150 damage per second. If you survive for 60 seconds, you receive 3 perk points and a permanent 25% bonus to all potions and poisons you make.
Pickpocket (12)
0 - Pickpocket Mastery (2) - Adds 20/40% to your pickpocket chance and increases carry weight by 50/100 points.
20 - Trained Rabbit - Grants the "Trained Rabbit" power. At will, silently sends out a trained rabbit to lead you to the nearest loose valuable item (armor, weapon, key, book, soul gem, ingredient). It then returns to you.
30 - Cutpurse - Adds 25% to your chance to pickpocket gold, keys and jewelry.
40 - Brotherhood Cocktail - Silently harm enemies by placing poisons in their pockets while pickpocketing.
40 - On the Run - After you successfully pickpocket someone, sneaking is 200% more effective and movement speed is increased by 25% for 10 seconds.
50 - Lawless World - Petty crimes are slowly forgotten, allowing your bounties for non-violent crimes to decay at a rate of 50% of your Pickpocket skill level each day.
60 - Stalk the Prey - Preparing to pickpocket (sneaking behind a victim with the pickpocket message displayed) for at least 10 seconds adds 20% to your chance to pickpocket any item.
70 - Trickster - Can pickpocket equipped weapons. If the target is sleeping, can pickpocket any equipped item.
80 - You Saw Nothing - Grants the "You Saw Nothing" power. Once a day, distract a target and others in a 40 foot radius around the target. For 45 seconds, you will not receive a bounty if they are the only witness of your crimes. Does not prevent them from defending themselves.
90 - Robbed Blind - Adds the Thief's Eye effect to You Saw Nothing.
100 - Dragon Hoard - Whenever you sleep with 50000 or more gold in your inventory, you may choose to spend it to purchase a perk point.
Sneak (12)
0 - Sneak Mastery (2) - Sneaking is 15/30% more effective. Sneak success depends on visibility (movement and light level), sound (movement and armor weight), skill level and distance.
30 - Fog of War - Sneaking is 15% more effective against targets that are in combat with you, or 30% if they are in combat with someone else.
30 - Spot Detection - Grants the "Spot Detection" power. At will, outlines all humanoids within 150 feet that are detecting you with a green glow. Lasts 30 seconds.
40 - Infiltrator - Your footsteps and equipped armor make 75% less noise when sneaking.
50 - Light Foot - You won't trigger pressure plates.
50 - Right Behind You - You are adept at hiding in your target's blind spot. Sneaking is 15% more effective within 30 feet and 30% more effective within 15 feet.
60 - Smokescreen - Grants the "Smokescreen" power. Once a day, creates a 35 foot cloud for 180 seconds that blinds those in the cloud, preventing them from seeing sneaking targets. Sneak attacks against them deal 50% more damage.
70 - Backup Plan - After being out of combat for at least 5 seconds, entering combat will place a Tripwire behind you for 60 seconds. This does not count against the limit of one Tripwire at a time.
70 - Clean Escape - When you stand still for 8 seconds while sneaking, enemies within 150 feet no longer search for you.
80 - Behind Enemy Lines - Sneaking is 15% more effective for each enemy within 100 feet that is not detecting you.
80 - Partystarter - When you gain invisibility, places a barrel of flammable booze at your location. When you lose invisibility, it explodes, dealing fire damage equal to 200% of your Sneak skill level and staggering targets. This effect has a 15 second cooldown.
Speech (9)
0 - Speech Mastery (2) - Sell items for 10/20% more. Your intimidation attempts are twice/four times as likely to succeed.
30 - Bribery - Can bribe guards to ignore crimes.
30 - Kinship - Buy items for 15% less when trading with the same race.
40 - Business Relation - Create a bond with the next merchant you speak with. Buy items for 30% less from that specific merchant.
50 - Salesman - Can sell any type of item to any kind of merchant.
60 - Investor - Can invest 500 gold with a shopkeeper to increase his or her available gold by 500 permanently.
70 - Fence - Can barter stolen goods with any merchant.
90 - Trade Prince - Every merchant in the world gains 1000 gold for bartering.
Poisons:
Vulnerability Poison – a go-to poison for making the rest of your poisons more effective (created with Pine Thrush Egg + Small Antlers).
Maneater – this simple poison will paralyse your victim, as well as do instant and lingering damage to their health (created with Human Flesh + Imp Stool + Scathecraw).
Warrior’s Bane – this poison is suitable against foes that prefer close combat. It ravages health, stamina, and gives a weakness to poison. Best used in two’s, otherwise the weakness to poison is obsolete (created with Deathbell + Giant Lichen + Scathecraw).
Anti-Magic – this poison is suitable against Mage’s, as it damages magicka and slows the rate of its recovery (created with Hanging Moss + Glow Dust).
Scarecrow – this poison is suitable for all opponents. Their fear will eat away at them physically and mentally (created with River Betty + Poison Bloom + Cyrodilic Spadetail).
Kingslayer – this poison is useful for all kinds of opponents. It leaves nothing unharmed (created with Butterfly Wing + Human Heart + Nightshade
Potions:
Escapers Draught – when things become too much, or your wounds become too deep, this potion will ensure your disappearance and your healing (created with Vampire Dust + Luna Moth Wing).
Healers Help – a simple potion that restores and fortifies your health (created with Wheat + Blue Mountain Flower).
Reviver – another simple potion that restores health, stamina, and cures any ailments that may be plaguing you (Charred Skeever Hide + Eye of Saber Cat + Hawk Feathers).
Alchemy
Elixir of Life-Life - A far more potent variant of the bog standard healing poultice, said to have been discovered by Curalmil long ago.
(Restore Health+Fortify Health+Fortify Stamina. Blue Mountain Flower+Wheat+Boar Tusk)
Of Sea and Land - This high selling tonic combines both the (non literal) fruit of the earth, and the sea's bounties to form this highly priced beauty.
(Regenerate Health+Regenerate Magicka+Waterbreathing. Garlic+Nordic Barnacles+Salmon Roe)
Corpseblight - A foul smelling tonic that, when applied to foes, renders them immobile and saps their life essence, but to foes it bolsters their mystic might.
Elves Ear+Human Flesh+Nightshade Restore Magic+Paralysis+Damage Health)
Mods:
Harold the Pack goat
Professor Benjamin Doon
Alchemist's Shack OverHaul
Roleplaying hooks:
No fast travel, no horses.
Weapons are only for delivering potions/poisons
Every time you find a mead, drink it.
(see below for brews)
Perks:
Alchemy
0 - Alchemy Mastery (2) - Potions and poisons you make are 20/40% stronger.
20 - Physician - You may choose a type of beneficial potion: Health, Magicka or Stamina. Potions you mix that restore or fortify the chosen attribute are 50% stronger.
20 - Stimulants - When you use a beneficial potion or ingredient, you regenerate 2% of your Magicka and Stamina per second for 30 seconds.
30 - Advanced Lab - You may choose to upgrade one alchemy lab to an Advanced version for 2500 gold. Potions you mix are 25% stronger at an Advanced Lab. Can be "Disassembled" by sneaking, allowing you to upgrade another.
30 - Experimenter - Eating an ingredient reveals all effects.
30 - Poisoner - Poisons you mix are 1% more powerful per level of Alchemy.
40 - Bottomless Cup - Poisons applied to weapons last for one additional hit per 10 levels of Alchemy.
40 - Crimson Haze - Stimulants also increases movement speed by 10% for its duration.
40 - Elemental Oil - You may choose a power: "Fire Oil", "Frost Oil" or "Shock Oil". At will, create a pool of oil that lasts 20 seconds. It reacts violently when struck by a projectile or explosion, exploding and dealing damage equal to your Alchemy skill level.
50 - Alkahest - Your poisons are highly corrosive, enabling you to ignore 40% of the armor rating of an affected target for their duration.
50 - Lab Skeever - For 20 seconds after using any alchemy lab, beneficial potions you drink last 15 times longer and are 25% stronger.
60 - Green Thumb - Twice as many ingredients are gathered from most harvestable objects.
60 - Maenad - Magicka and Stamina are increased by 50 points when you are under the effect of a beneficial potion or ingredient, but reduced by 25 points when you are not.
60 - The Alchemist's Cookbook - You may choose a second Elemental Oil power. In addition to "Fire Oil", "Frost Oil" and "Shock Oil", you may also choose "Calming Oil", "Frenzy Oil", "Paralysis Oil" or "Hallowed Oil".
70 - Double Toil and Trouble - You mix twice as many potions at your Advanced Lab.
70 - Pure Mixture - All negative effects are removed from created potions, and all positive effects are removed from created poisons.
80 - Amplify Lethality - Grants the "Amplify Lethality" power. Once a day, point at a victim to silently reduce their poison resistance by 250% for 10 seconds.
80 - Witchmaster - When you use a beneficial potion or ingredient, 50% chance to receive a powerful side effect, randomly chosen from a range of 40 side effects.
90 - Chymical Wedding - Witchmaster side effects have 50% chance to cause side effects themselves.
90 - Walking Disaster - In combat, periodically spill a random oil puddle on the ground. Puddles last 60 seconds.
90 - World Serpent - When you shout, your blood turns poisonous for 15 seconds. The next time you get hit with a weapon, retaliate with a powerful poisonous strike that deals 50 points of poison damage per second for 10 seconds.
100 - That Which Does Not Kill You… - Upon learning this perk, you imbibe a deadly toxin, taking 150 damage per second. If you survive for 60 seconds, you receive 3 perk points and a permanent 25% bonus to all potions and poisons you make.
Pickpocket (12)
0 - Pickpocket Mastery (2) - Adds 20/40% to your pickpocket chance and increases carry weight by 50/100 points.
20 - Trained Rabbit - Grants the "Trained Rabbit" power. At will, silently sends out a trained rabbit to lead you to the nearest loose valuable item (armor, weapon, key, book, soul gem, ingredient). It then returns to you.
30 - Cutpurse - Adds 25% to your chance to pickpocket gold, keys and jewelry.
40 - Brotherhood Cocktail - Silently harm enemies by placing poisons in their pockets while pickpocketing.
40 - On the Run - After you successfully pickpocket someone, sneaking is 200% more effective and movement speed is increased by 25% for 10 seconds.
50 - Lawless World - Petty crimes are slowly forgotten, allowing your bounties for non-violent crimes to decay at a rate of 50% of your Pickpocket skill level each day.
60 - Stalk the Prey - Preparing to pickpocket (sneaking behind a victim with the pickpocket message displayed) for at least 10 seconds adds 20% to your chance to pickpocket any item.
70 - Trickster - Can pickpocket equipped weapons. If the target is sleeping, can pickpocket any equipped item.
80 - You Saw Nothing - Grants the "You Saw Nothing" power. Once a day, distract a target and others in a 40 foot radius around the target. For 45 seconds, you will not receive a bounty if they are the only witness of your crimes. Does not prevent them from defending themselves.
90 - Robbed Blind - Adds the Thief's Eye effect to You Saw Nothing.
100 - Dragon Hoard - Whenever you sleep with 50000 or more gold in your inventory, you may choose to spend it to purchase a perk point.
Sneak (12)
0 - Sneak Mastery (2) - Sneaking is 15/30% more effective. Sneak success depends on visibility (movement and light level), sound (movement and armor weight), skill level and distance.
30 - Fog of War - Sneaking is 15% more effective against targets that are in combat with you, or 30% if they are in combat with someone else.
30 - Spot Detection - Grants the "Spot Detection" power. At will, outlines all humanoids within 150 feet that are detecting you with a green glow. Lasts 30 seconds.
40 - Infiltrator - Your footsteps and equipped armor make 75% less noise when sneaking.
50 - Light Foot - You won't trigger pressure plates.
50 - Right Behind You - You are adept at hiding in your target's blind spot. Sneaking is 15% more effective within 30 feet and 30% more effective within 15 feet.
60 - Smokescreen - Grants the "Smokescreen" power. Once a day, creates a 35 foot cloud for 180 seconds that blinds those in the cloud, preventing them from seeing sneaking targets. Sneak attacks against them deal 50% more damage.
70 - Backup Plan - After being out of combat for at least 5 seconds, entering combat will place a Tripwire behind you for 60 seconds. This does not count against the limit of one Tripwire at a time.
70 - Clean Escape - When you stand still for 8 seconds while sneaking, enemies within 150 feet no longer search for you.
80 - Behind Enemy Lines - Sneaking is 15% more effective for each enemy within 100 feet that is not detecting you.
80 - Partystarter - When you gain invisibility, places a barrel of flammable booze at your location. When you lose invisibility, it explodes, dealing fire damage equal to 200% of your Sneak skill level and staggering targets. This effect has a 15 second cooldown.
Speech (9)
0 - Speech Mastery (2) - Sell items for 10/20% more. Your intimidation attempts are twice/four times as likely to succeed.
30 - Bribery - Can bribe guards to ignore crimes.
30 - Kinship - Buy items for 15% less when trading with the same race.
40 - Business Relation - Create a bond with the next merchant you speak with. Buy items for 30% less from that specific merchant.
50 - Salesman - Can sell any type of item to any kind of merchant.
60 - Investor - Can invest 500 gold with a shopkeeper to increase his or her available gold by 500 permanently.
70 - Fence - Can barter stolen goods with any merchant.
90 - Trade Prince - Every merchant in the world gains 1000 gold for bartering.
Poisons:
Vulnerability Poison – a go-to poison for making the rest of your poisons more effective (created with Pine Thrush Egg + Small Antlers).
Maneater – this simple poison will paralyse your victim, as well as do instant and lingering damage to their health (created with Human Flesh + Imp Stool + Scathecraw).
Warrior’s Bane – this poison is suitable against foes that prefer close combat. It ravages health, stamina, and gives a weakness to poison. Best used in two’s, otherwise the weakness to poison is obsolete (created with Deathbell + Giant Lichen + Scathecraw).
Anti-Magic – this poison is suitable against Mage’s, as it damages magicka and slows the rate of its recovery (created with Hanging Moss + Glow Dust).
Scarecrow – this poison is suitable for all opponents. Their fear will eat away at them physically and mentally (created with River Betty + Poison Bloom + Cyrodilic Spadetail).
Kingslayer – this poison is useful for all kinds of opponents. It leaves nothing unharmed (created with Butterfly Wing + Human Heart + Nightshade
Potions:
Escapers Draught – when things become too much, or your wounds become too deep, this potion will ensure your disappearance and your healing (created with Vampire Dust + Luna Moth Wing).
Healers Help – a simple potion that restores and fortifies your health (created with Wheat + Blue Mountain Flower).
Reviver – another simple potion that restores health, stamina, and cures any ailments that may be plaguing you (Charred Skeever Hide + Eye of Saber Cat + Hawk Feathers).
Alchemy
Elixir of Life-Life - A far more potent variant of the bog standard healing poultice, said to have been discovered by Curalmil long ago.
(Restore Health+Fortify Health+Fortify Stamina. Blue Mountain Flower+Wheat+Boar Tusk)
Of Sea and Land - This high selling tonic combines both the (non literal) fruit of the earth, and the sea's bounties to form this highly priced beauty.
(Regenerate Health+Regenerate Magicka+Waterbreathing. Garlic+Nordic Barnacles+Salmon Roe)
Corpseblight - A foul smelling tonic that, when applied to foes, renders them immobile and saps their life essence, but to foes it bolsters their mystic might.
Elves Ear+Human Flesh+Nightshade Restore Magic+Paralysis+Damage Health)