204 ratings
Song of the Alchemist
File Size
0.115 MB
Jun 10, 2014 @ 5:49am
1 Change Note ( view )

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Song of the Alchemist

This mod is a complete reworking of the alchemy tree primarily, with a few extra much needed features as a bonus. It was designed to stay true to vanilla skyrim as possible whilst providing a more comprehensive alchemy experience.


This is my personal take on how alchemy should be done, brought about from hundreds of hours of experience. I aimed to make this by promoting best parks of the vanilla tree, and replacing the worst parts of it. Ive made many alchemy overhauls in the past, and I have learnt what works and what doesn't.

In addition to this, various other alchemy related changes have been implemented that you will find extremely helpful. See the 'Additional Features' section below for details.



Rank 1: Crafted potions and poisons are 40% more effective. - Lvl 20 needed.

Rank 2: Crafted potions and poisons are 80% more effective. - Lvl 40 needed.

Rank 3: Crafted potions and poisons are 120% more effective. - Lvl 60 needed.

Rank 4: Crafted potions and poisons are 160% more effective. - Lvl 80 needed.

Rank 5: Crafted potions and poisons are 200% (three times) more effective. - Lvl 100 needed.


Potions you mix that restore Health, Magicka or Stamina are twice as powerful. - Lvl 30 needed.


Poison you create are twice as powerful - Lvl 40 needed.


Potions with benificial effects are twice as strong - Lvl 40 needed.

INFUSER (Replaces Concentrated Poison)*

Gains the ability to craft a Poison Infuser at a forge, which can be used to permanently poison any weapon. - Lvl 60 needed.

MASTER'S LUCK (Replaces Green Thumb)**

You have a 25% chance of creating a duplicate potion - Lvl 60 needed.


Grants 100 points of poison resistance - Lvl 80 needed.


Remove positive effects from poisons, and negative effects from potions - Lvl 100 needed.


Eating an ingredient reveals all four effects - Lvl 30 needed.


Carrying capacity increased by 100 - Lvl 50 needed.


Ingredient wieght is now 0 for all ingredients. This make everything far more convinient.

Frezy and Fear have been greatly empowered. In the vanilla game, even with all the perks, the highest level enemy you could fear/frenzy with a poision was level 12. What a joke! its now 4x stronger for all those ingredients so it is actually usable.

Crafted potions and poisons will now be weightless. This make carrying around a butt-ton of potions, like I always do when playing an alchemist, a whole lot easier.


*Never been a fan of the concentrated poison perk. What I did with this mod was just a rough comprimise. Ideally, I would have wanted a method where you could apply/remove poisons at a whim, whilst having them last forever. This way you never have to worry about your poison running out (or having to reappply on every hit) whilst also having the freedom to swich between poisons freely. This however is pretty much impossible to do in the Creation Kit. If however you know a way to remove poison from a weapon, or know of a mod that does this, please tell me!

**I changed Green Thumb because of the mod Harvest Overhaul[www.nexusmods.com] which changes the amount of ingredient gather based on the size of the plant. It is much more realistic and it makes the Green Thumb perk completely redundant. I highly reccomend getting this mod if you intend to do any sort of aclhemy in your playthrough. Also, Master's Luck stacks with Senderion's Serendipity in case you were wondering.

***The experimenter perks were a total waste of perk points. The became completely useless after you had learned all the effects, and you couldn't even get the last rank until level 80. I made it so that the amount of perk point wasteage is minimised, and that you will actually earn the perk early on enough for iti to have some use to you.

If you wish to name your infused weapon, so that you can remember which poison you put on which item, you might find this[www.nexusmods.com] mod useful. Credit goes to Kodiak412 for finding this mod, and then testing its compatibility with SOTA.
Popular Discussions View All (1)
Feb 18 @ 7:18am
How to use the Infuser
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Shattered Seraph Apr 28 @ 11:58pm 
oh really? i need to check the fourms i've basically been on the road for the last 2-3 days with little wifi acess
TheGreyLight  [author] Apr 28 @ 11:44pm 
Well I guess it doesnt matter anymore. Looks like they have realised that it wast such a great idea, thankfully :)
Shattered Seraph Apr 28 @ 10:52pm 
Thumbs up that
TheGreyLight  [author] Apr 27 @ 8:52pm 
Yeah thats true, I see what you mean now. It would be good if they had some kind of submisson option, where you can present your work to beth and zen for review, and if they like it they can sell it offically (with the modder getting a cut). As long as its an optional thing, and modders can choose not to partake in it, I think that would be a very good idea.

That way excellent modders who put in a lot of work will get paid, and it doesnt compromise the community.
Shattered Seraph Apr 27 @ 7:03am 
you and me both brother. and i agree that the wildness is a huge thing it's part of what i love about TES mods i was just saying like huge expansion mods like wyrmstooth or into the deep could have an opertoonity to become cannon in that situation and influence future games that TES releases in that situation. if that was the case then i would see the justifcation of selling it as DLC basically. Kind of like how Fallout NV had the project brazil team they made a whole alternate start but never finished the mod the begining was epic and lore friendly as hell but i feel that if they had an opertoonity to include it in the main game like they were trying to unofically the project wouldn't have been abandoned like it was. < just an example.
TheGreyLight  [author] Apr 27 @ 5:07am 
TheGreyLight  [author] Apr 27 @ 5:07am 
2) Now that there is money involved, there is more pressure to generate marketable content. The focus will be on creating things that people will buy, instead of just creating whatever you want. And I think that it will be harder than ever for new creators to join the community because of that added pressure.

Im digressing a bit. I feel like the "wildness" was part of the spirit of the community, and supporting the modders shouldn't comprimise that imo.

Really hate this 100 character limit
TheGreyLight  [author] Apr 27 @ 5:07am 
1) Yeah I think you raise a good point, an officially moderated community would probbably create better content. But I also think the fact that modding on steam (and the nexus) is so wild and undmoderated is one of the best things about it. It create a community where literally anyone with a few spare hours can create thier own mod about anything, with no pressure or requirement to actually make it good. It can lead to some of themost randoom, strangest and craziest content, which i think is great. Sure there is a constant stream of terrible mods being uploaded on a daily basis, but the fact that anyone can do it is (I feel) one of the keystones of this community, and everyone has start somewhere (just look at my first mod!).
Shattered Seraph Apr 27 @ 4:30am 
i mean if that was the case then i could justify the sale have full Expansions put out or full dungeons or fallower packs that Zeni or steam can basically say yes this is compatable with basically everything aslong as it doesn't mess with the same location. offical support and such. this would be much better in my oppinin and this was what that discussion board i set up was suggesting before steam deleted it off the fourms for no reason. honestly i'd like your oppinion on it all. I mean if the company is making money of it then they should be abble to afford one or 2 guys to modreate and quality controll. simple as that.
Shattered Seraph Apr 27 @ 4:26am 
most of the back and forth is just bashing Zeni for calling for this feature and steam for implementing it. fact is Zeni max wanted to support modders by alowing them to bank off of some of their work to free up more time for it. steam was just fallowing the request of Zeni max. but the fact that both have taken a hands off aproch there's no quality controll. especially with only a 24 hour window to "refund" i mean theres a pulbisher out there called EgoSoft. they make the x universe space gamees and such. they support their mod comunity by hosting the mods themselves and when the comunity comes up wiht something they consider should have been included in the first place. they include it in a free comunity DLC to implement it. this is the route i think this should have gone.