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Why create Negative effect potions?

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Badseed
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Why create Negative effect potions?

Post by Badseed »

What is the adventage, if any, to make potions with Drain Strength, Damage Health, etc?

Common sense says that there isn't. But there are potions in the game, such as Potion of Burden, so I am just curious if there is some creative use for these potions that I haven't been able to think up on my own.
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UncleScratchy
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Post by UncleScratchy »

They are useless except for selling to an apothecary, pawnshop or Creeper (they will buy them as well as those useless corprus meat chunks). I guess you could use up the ingredients to practice making potions and improve your alchemy skills as well as raise some money.
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Xyx
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Post by Xyx »

Just doesn't make sense. What kind of idiot spends his time making a Potion of Burden? If you want to poison someone, there's better ways of doing it...
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UncleScratchy
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Post by UncleScratchy »

Originally posted by Xyx
Just doesn't make sense. What kind of idiot spends his time making a Potion of Burden? If you want to poison someone, there's better ways of doing it...


No, it doesn't make sense unless you don't care what you are making so you can get the experience and sell the lousy potions to Creeper. When I make my potions I generally wait until I have the Grandmaster equipment, at least 70 or better in alchemy and a ton of ingredients within easy reach. Then I start off making a couple of Fortify Intel potions. Drink those, make a couple more (better this time) and drink them. Repeat until my INT is around 800 pts. Now I start by making the potions I will really want to use (Restore Magicka, Levitate, more Fortify Intel, Fortify Speed, Feather, Dispel, Reflect, etc.). These potions will be extremely powerfull, weightless or nearly weightless and you will be racking up alchemy experience points as you seldom fail. When I've got what I want (and because I hate making potions - it gives me a headache) I take what ingredients are left and start making anything that will work regardless of the effects including Burden, Paralyze, Damage Health, etc. Then I Recall to Creeper (where I made my Mark) and sell him all the junk for about 280 gold per potion. I get the experience, I make good use of the Fortify Intel potions, I make some nice coin and I use up a bunch of useless ingredients. Now I can carry a ton of usefull potions with almost no weight penalty.
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Post by Loredweller »

Originally posted by UncleScratchy
... I generally wait until I have the Grandmaster equipment, at least 70 or better in alchemy and a ton of ingredients within easy reach. Then I start off making a couple of Fortify Intel potions....

Almost the same as i'm doing. Altogether i wait neither fot 70 in Alchemy nor GM tools. As soon i have Master tools with exception for GM mortair and enough money for cheapest components for Fortify Inellect and Luck (for 300-400 Ash Yam and Netch Leather, 150-200 Corkbulb and Guar Hide) i'm ready to start. At begining i'm drinking every potion i get, trying approx. 3 Int. and 1 Luck in order. In addition i purchase about 300-400 Kvama Cuttle and Scales. As soon as potions become costly enough i switch for Water Walking potions - for futher money. After i've finished with moneymakers, i turn back to Fort.Int. and Luck, making them in ratio 3:1 and in 4 or 5 bottle parties. I drink one and save others for next time. Usually i finish the first tour at skill 60 or a bit above (starting at skill 10-15, not a maj./min. skill - that might make things a bit more complicated). On top of Alchemy i usually perform also some enchanting, too. So after all that i have a chest with waterwalking potions mostly for profit (what's going to allow me to buy more expensive lighter components in future) and other one with the supply for next alhemy session.
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ScionOfNerevar
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Post by ScionOfNerevar »

Originally posted by UncleScratchy
No, it doesn't make sense unless you don't care what you are making so you can get the experience and sell the lousy potions to Creeper. When I make my potions I generally wait until I have the Grandmaster equipment, at least 70 or better in alchemy and a ton of ingredients within easy reach.


There is a Mod in Gamers Roam called "A Good Cottage" if installed it gives you a cottage infront of the Balmora Egg Mine and its an alchemists home. The basement has GM equipment and 50 of every ingredient in the game. It's cheating but good to practice with for alchemy.

http://static.gamersroam.com/A%20Good%20Cottage.zip
click that to download it
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