The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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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[] 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[] mod useful. Credit goes to Kodiak412 for finding this mod, and then testing its compatibility with SOTA.
Popular Discussions View All (1)
Feb 18, 2015 @ 7:18am
How to use the Infuser
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Munday  [author] Dec 6, 2016 @ 11:27pm 
Yeah. That's probbably right. Been a while, but seems legit.
A Guy Named Guy Dec 5, 2016 @ 1:40pm 
If you have rank III in Alchemist, Physician, and Benefactor are you supposed to be able to make potions that restore over 300 health or no? Because this seems unusually overpowered and the only other Alchemy mod I have on is one that makes leveling up the skill faster.
Alt+30 Oct 4, 2016 @ 11:14am 
Has anyone had issues with the Infuser showing up in the forge menu? This is the first time this has happened to me. I of course have the infuser perk as well as the ingot needed.
Munday  [author] Feb 6, 2016 @ 9:58pm 
Unsub to both, load, save and then resub. Hopefully that will fix it
dth Feb 5, 2016 @ 5:37pm 
Greylight I had your previous versions and subscribed to this one. Unfortunately I can't add a perk the tree is frozen. any hints?
InimicusII[OmletteBoi] Jan 24, 2016 @ 9:56am 
There is a mod called disenchantment font or something. It adds a sink in dragon's reach that removes all added effects, including enchantments and smithing upgrades. I bet it will remove posions too.
Munday  [author] Sep 28, 2015 @ 6:34am 
It doesnt cover the DLC ingredients, but the addons from DeRerum Direnis are compatible with this. They just change the wieghts and inreases the power of the fear/fury effects. If this isnt an issue for you then you wont need them :)
Dresden Sep 24, 2015 @ 4:56pm 
Does this cover the DLCs yet? or do you need the add-ons from your previous alchemy overhaul?
Munday  [author] Sep 16, 2015 @ 8:30pm 
Gee... thanks!!
Silverwarg Sep 16, 2015 @ 8:27am 
Alright, thanks for the tip, I'll make sure to be quick and painless if your name comes up in the Black Sacrament. ;)