More ingredients = more potions = more exp/money For example, all the flowers can be gathered in sets of 5-9 (from waht I can tell) because why on earth is any Alchemist so inept that they can't pick flowers? Anyway, the mod does make it a little difficult to justify the use of Green Thumb, but for people not using a similar mod, or playing Vanilla Skyrim, well it's just perfect. I'm was using a mod called Harvest Overhaul (no link for now) that basically adjusts each source of ingredients to allow you to take a logical amount from them. So to be honest, I didn't really need it. This does make Experimenter not only useful, but crucial for anything but the simplest of potions or poisons. Early on this does mean we'll be rather limited (though I have already checked that we can make Restore Health/Stamina, Resist Fire, Frost and Magic) along with plenty of others. Instead what I'll have to do is personally test each ingredient to discover what effect/s they have. So the main rule that I have for this build (other than the ones that I mentioned at the very beginning) is that I'm not going to go around creating potions based on existing knowledge or UESP. From a gameplay perspective, ConcentratedPoison is just about the best perk in our arsenal, allowing us to potentially double our damage output (which goes from very low to medium) and also to weaken multiple enemies at a time. Obviously we can't test poisons on ourselves, so we are going to need to go outside before testing out poisons. Of course, Resist Fire/Shock/Frost/Magic are all going to be useful, hell just about every potion will be. Some of the more useful potions are going to be the various Healing, Regeneration and Fortify Health/Magicka/Stamina potions that we'll be able to make with relative ease. The testing of potions, which could be done in a stable environment is a lot more fun if it's done in the midst of battle with a follower out there tanking stuff while we try and drown ourselves in potions. First of all, we're aiming to get as rich as possible, but we're also going to need to test every single potion before they can be sold. The core of this build is to use our immense supply of potions to do a few things. The Thief is enough to get you through the game, and the extra levelling up speed is really useful. Originally I was going to take the Serpent Stone in the Aetherial Crown but after playing the build I realised there was no way I was going to get there, the threat of regular levelled Bandits and Draugr was enough and I had no hope of actually defeating that final room (let alone the dozens of other Automatons before that) even with a good follower. The Alchemy is obvious and the reasoning for Stamina is simply because I didn't really see the need for boring things like Health and Magicka. Since a lot of the build is about Alchemy (and most ingredients can be found in the middle of forests), it just means your going to be coming across more animals that can rip you apart than any other type of enemy. Now at first I though, eh, Bosmer Power but then I realised that you mostly just fight animals with this character. They have a +5 to Alchemy which is always useful but more importantly, you get access to Command Animal. So the only thing that I think is important is the race, I ended up going with Bosmer for a few reasons. Yeah, nope had no idea how to make Purity seem good, so read on to discover how Alchemy works with the Pure Alchemist. Well it's my goal anyway, not sure how I can do it. I've got no idea how to do that, but its' gonna maybe happen in this build. The other idea behind this build is to do the impossible.make Purity seem like an intelligent, well thought out perk rather than a shitty one that makes your potions worse. Marina (the character), isn't really what you'd call a 'Combat Specialist' or anything, and instead is.well it's the title of the build, she's an Alchemist. The eventual goal of the build is to really delve into Alchemy, and go around collecting ingredients on a near constant basis. This is the Pure Alchemist, a character that only perks the Alchemy skill and only uses a few other to bolster the potions and poisons that the character uses. For example, the Enchanter could justify the use of a few weapon/armour skills in order to have something to enchant, but wouldn't have any real use of the Smithing skill. Each of the builds will only perk a single skill, but will attempt to take every single perk in the skill tree, but can take a few skills as unperked 'minor skills' as long as they have something to with the main skill. Welcome to the first in my 21 part build series (oh yeah I'm ambitious this time), each focusing on one of the 18 skills of Skyrim as well as Unarmed, Shouting and Powers.
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