Spell Research Cheat Sheet
Table of contents
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Spell Research extends the alchemy/spell system with the introduction of magical liquids (solutions) that are produced by breaking down ingredients, potions, or enchanted artifacts, using an alembic or a cauldron.
Alchemy
Alchemy can be a much quicker way to gain experience about spell archetypes, however, it notoriously requires a large amount of material.
Spell research alchemy is currently bugged in the main release (versions 1.1.11 or earlier). You can fix it by unzipping the patch contents into
Game-files\mods\Wildlander\scriptsreplacing existing files.Download Patch - If expired, check the Discord server in #patches-and-bugfixes
Getting Started
Tools needed:
- Alembic: Required for analyzing or mixing magical liquids. Breaks down small quantities of ingredients into liquids. Crafted at a forge (1x steel ingot + 5x building glass + Craftsmanship perk).
- Cauldron: Breaks down large quantities of ingredients, potions, and enchanted artifacts into magical liquids. Requires fuel to work. Crafted at a forge (8x iron ingots + Craftsmanship perk).
Both can be purchased from apothecaries or commissioned at smithies. Spell vendors sometimes carry alembics.
Obtaining materials:
You will need a large supply of ingredients or potions. The gardening system from Hearthfire is useful here.
Basic process:
- Use your alembic → select “Dissolve Items”
- Place ingredients, potions, or artifacts to dissolve
- Alembics dissolve small amounts (field tools); use Cauldrons for larger quantities
- Place Cauldron in inventory and use it to place it in front of you
- Fuel with ingredients/potions that have “Weakness” effects
- Note: Cauldrons lose fuel when moved
Processing liquids:
Once you have liquids, you can:
- Select “Analyze Liquids” to gain spell archetype and alchemy experience
- Select “Mix Ingredients” to combine 3 liquids into alchemical ingredients (elixirs)
See Elixirs section for recipes to mass-produce powerful potions
Analyzing liquids grants elemental archetype XP and alchemy XP.
Solutions Reference
There are many different kinds of liquids - one for each elemental archetype. Naming format: <name> sa <potency>
| Name | Archtype | Translation |
|---|---|---|
| Agea | Magicka | (n.) lore, knowledge [Ayleid] |
| Agea Arden | Resistances | literal translation “knowledge shield” [Ayleid and Dwemeri] |
| Aka ry Relleis | Time | literal translation “dragon of streams” [Aldmeri and Ayleid] |
| Altadoon | Weapons | (N.) weapon. [Ehlnofex] |
| Altadoon ry Bet | Diseases | Literally translated to ‘Weapon as Beast’ [Ehlnofex] |
| Arden | Shield | From vvarden- - (n.) strong shield. [Dwemeri] |
| Ayammis | Life | (n.) life. [Ayleid] |
| Ayammis Malata | Souls | literal translation “Life truth” [Ayleid] |
| Bal | Earth | (n.) stone. [Ehlnofex] |
| Betaltadoon | Poisons | literally translates to ‘Beast-Weapon’ [Aldmeri and Ayleid] |
| Betayammis | Creatures | literally translates to ‘Beast-Life’ [Aldmeri and Ayleid] |
| Dunayammis | Undead | literally translates to ‘Cursed-Life’ [Aldmeri and Ayleid] |
| Dunruhn | Trap | literally translates to ‘Cursed-home’ [Aldmeri and Dunmari] |
| Ghartok | Stamina | (n.) hand(s). [Ehlnofex] |
| Karan | Armor | (n.) armor. [Ayleid] |
| Karen Kogo | Force | literal translation “Armor unbreakable” [Ayleid and Dunmari] |
| Karan ry Ayammis | Health | literal translation “Armor of life” [Ayleid] |
| Latta | Light | (n.) light. [Ayleid] |
| Latta Loria | Shadow | literal translation “light darkens” [Ayleid] |
| Mafre | Frost | (n.) frost. [Ayleid] |
| Mallari | Metal | (n.) gold. [Ayleid] |
| Malatu Magicka | Arcane Energy | Literally translated “truth magic.” [Ayleid] |
| Mer Ayammis | Mortals | Literally translated “People Life” [Aldmeri] |
| Mer ry Wel | Apparitions | Literally translated “People as Sky” [Aldmeri and Ayleid] |
| Mer Garlas | Flesh | Literally translated “People caverns” [Aldmeri and Ayleid] |
| Molag | Fire | (n.) fire. [Aldmeri] |
| Mora | Nature | (n.) forest, wood. [Aldmeri] |
| Pellenni Ayammis | Daedra | Literally translated “Outsides Life” [Ayleid] |
| Relleis | Water | (n.) streams [Ayleid] |
| Rellers ry Molag | Acid | Literally translated “streams as fire” [Ayleid and Aldmeri] |
| Varla ye Wel | Sun | Literally translated “star as sky” [Ayleid] |
| Volen Magicka | Magical Constructs | Literally translated “hammer magic.” [Dwemeri and Ayleid] |
| Wel | Air | (n.) sky. [Ayleid] |
| Wel sa bell | Shock | Literally translated “Sky thunderous” [Ayleid] |
Solution Ranks
Solutions are categorized into six tiers based on potency.
| Potions Equivalent | Suffix (weakest to strongest) | Translation | Rank |
|---|---|---|---|
| Dilute | sa Haelia | (adj.) So terrible. [Ayleid] | 0 |
| Weak | sa Goria | (adj.) So ugly. [Aylied] | 1 |
| Mild | sa Gravia | (adj.) So obscure [Ayleid] | 2 |
| Strong | sa Baune | (adj.) So mighty. [Ayleid] | 3 |
| Potent | sa Adonai | (adj.) So lordly. [Ayleid] | 4 |
| Concentrated | sa Sila | (v.) So shiny. [Ayleid] | 5 |
Each can be upgraded or downgraded using an alembic (Mix ingredients menu):
- Upgrading: Mix 3 of the same kind to produce one stronger liquid
- Downgrading: Reduce each to 2 weaker liquids
Example: 3× Relleis sa Goria → 1× Relleis sa Baune
Ingredient Yield
Each ingredient produces two different strengths of solutions:
- Solutions based on item effects
- Solutions from ingredient base characteristics
Item Effects
- Solutions received depend on the archetype appearing on more than one item effect
- Strength calculation:
Strength = ((Sum of effect Magnitudes / 10) + (Sum of effect Durations / 300))
Ingredient Base Characteristics
- Characteristics defined in import script (you always get all of these)
- Strength is hard-coded
Quantities
Number of solutions = 1 + random number of (your alchemy skill / 25)
Examples:
- 10 skill = 1 solution
- 26 skill = 1-2 solutions
- 51 skill = 2-3 solutions
- 76 skill = 2-4 solutions
- 100 skill = 2-5 solutions
You always get the same types when breaking down a material, just in differing quantities.
Potions
Solutions from potions are calculated based on potion effects:
- Solutions received depend on the archetype appearing in 1/2 of the potion effects
- Strength calculation:
Strength = Round(((Sum of effect Magnitudes / (Total effects × 25)) + (Sum of effect Durations / (Total effects × 120))))
Example: Potion with 2 effects, one for 150 seconds at 10 magnitude, one at 150 seconds for 15 magnitude:
Strength = round((25 / (2 × 25)) + (300s / (2 × 120))) = round(1.75) = 2 - Gravia strength solutions
Effect View
Shows archetypes of solutions from potions with specific effects.
Expand to view
Ingredient View
Shows solutions from dissolving each ingredient.
Expand to view
Solutions View
Shows which ingredients to dissolve for specific solutions.
Expand to view
Artifacts
This document contains a list of all artifacts in the game which can be examined by spell research.
Expand to view
| Artifacts | Archetypes |
|---|---|
| Ancient veller’s Skull | Frost, Mortal, Stamina |
| Ancient Vampire Arm | Flesh, Undead |
| Ancient Vampire Hands | Flesh, Undead |
| Ancient Vampire Head | Flesh, Undead |
| Ancient Vampire Leg | Flesh, Undead |
| Ancient Vampire Ribcage | Flesh, Undead |
| Arvak’s Skull | Creatures, Soul, Undead |
| Ash Spawn Sample | Constructs, Earth, Fire, Life |
| Attunement Sphere | Constructs, Earth, Fire, Life |
| Azura’s Star | Daedra, Soul, Infusing, Siphoning |
| Bee in a Jar | Creature, Air |
| Blank Lexicon | Arcane, Construct, Infusing, Siphoning |
| Bloodstone Chalice | Flesh, Health, Undead, Strengthen |
| Bloodstone Chalice Filled | Flesh, Health, Undead, Strengthen |
| Bone Hawk Claw | Stoneflesh |
| Bone Hawk Feathers | Air, Creatures, Undead, Armor |
| Broken Azura’s Star | Daedra, Mortal, Soul, Infusing, Siphoning |
| Butterfly in a Jar | Creature, Air |
| Canticle Bark | Nature, Time, Sensing |
| Centurion Dynamo Core | Construct, Metal |
| Control Cube | Arcane, Constructs, Controlling, Siphoning |
| Cracked White Phial | Arcane, Water, Infusing, Transforming |
| Damaged Albino Spider Pod | Creatures, Infusing |
| Death Hound Collar | Creatures, Frost, Metal, Undead |
| Diamond Paragon | Construct, Light, Summoning |
| Dragonfly in a Jar | Creature, Air |
| Eldergleam Sap | Life, Nature |
| Eldergleam Sapling | Life, Nature |
| Emerald Paragon | Construct, Light, Summoning |
| Enchanted Iron Mace Handle | Metal, Weapon |
| Enchanted Iron Mace Head | Metal, Weapon |
| Enchanted Iron Sword Blade | Metal, Weapon |
| Enchanted Iron Sword Handle | Metal, Weapon |
| Enchanted Iron War Axe Handle | Metal, Weapon |
| Enchanted Iron War Axe Head | Metal, Weapon |
| Enchanted Steel Battle Axe Handle | Metal, Weapon |
| Enchanted Steel Battle Axe Head | Metal, Weapon |
| Enchanted Steel Greatsword Handle | Metal, Weapon |
| Enchanted Steel Sword Blade | Metal, Weapon |
| Enchanted Steel Sword Handle | Metal, Weapon |
| Enchanted Steel Warhammer Handle | Metal, Weapon |
| Enchanted Steel Warhammer Head | Metal, Weapon |
| Heartstone | Earth, Fire, Cursing, Strengthening |
| Hilt of Mehrunes’ Razor | Daedra, Health, Weapon, Cursing |
| Imbued Deer Skull | Creature |
| Imbued Deer Skull (horns) | Creature, Weapon |
| Imbued Eyeball | Flesh, Sensing |
| Imbued Goat Head | Creature, Flesh |
| Imbued Hagraven Head | Arcane, Creature, Flesh, Mortal, Transforming |
| Imbued Human Bones | Mortal |
| Imbued Human Hip Bone | Mortal |
| Imbued Human Remains | Flesh, Mortal |
| Imbued Human Ribcage | Mortal |
| Imbued Human Skull | Mortal |
| Imbued Skeever Head | Creature, Disease, Flesh |
| Imbued Troll Skull | Creature, Strengthening |
| Kaarstaag’s Skull | Creatures, Strengthening |
| Kolbjorn Skull | Arcane, Fire, Mortal, Infusing |
| Lexicon | Arcane, Construct, Magicka, Infusing, Siphoning |
| Meridia’s Beacon | Light, Controlling |
| Moth in a Jar | Creature, Air |
| Pelagius’ Hip Bone | Fear, Frenzy, Mortal |
| Pommel Stone of Mehrunes’ Razor | Daedra, Health, Weapon, Cursing |
| Potema’s Skull | Undead |
| Quill of Gemination | Sensing |
| Reaper Fragments | Daedra, Soul, Undead |
| Resonance Gems | Light, Constructs, Controlling |
| Ruby Paragon | Construct, Light, Summoning |
| Runed Lexicon | Arcane, Construct, Magicka, Infusing, Siphoning |
| Sapphire Paragon | Construct, Light, Summoning |
| Scabbard of Mehrunes’ Razor | Daedra, Health, Weapon, Cursing |
| Shards of Mehrunes’ Razor | Daedra, Health, Weapon, Cursing |
| Sigil Stone | Daedra, Conjuration, Summoning |
| Soaked Taproot | Constructs, Life, Nature, Resistance, Water, Curing |
| Stalhrim | Arcane, Frost, Cloaking |
| The Black Star | Daedra, Soul, Infusing, Siphoning |
| Torchbug in a Jar | Creature, Air |
| Unmelting Snow | Air, Frost, Water |
| Vale Deer Hide | Creatures, Light |
| Vale Sabercat Hide | Creatures, Light |
| Weystone Focus | Arcane, Force, Shield, Controlling |
| White Phial (Empty) | Arcane, Water, Infusing, Transforming |
Elixirs
There are six tiers of elixirs you can craft using the glass alembic.
To create an elixir of a specific tier with a specific effect, use the listed ingredients with the corresponding suffix.
Example: To create a ‘Mild Elixir’ with ‘Damage Magicka’ effect, use: Agea sa Gravia + Betaltadoon sa Gravia + Betayammis sa Gravia
Elixir Tiers
| Elixir Prefix | Ingredient Suffix |
|---|---|
| Dilute | sa Haelia |
| Weak | sa Goria |
| Mild | sa Gravia |
| Strong | sa Baune |
| Potent | sa Adonai |
| Concentrated | sa Sila |
Elixirs Database
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Spells & Archetypes
Spell research allows you to create spells from discovered archetypes.
Notes: Please check the Notes field before reporting bugs. Some spells cannot be created in the current version of Wildlander, others have incorrect spell levels or casting methods.
Use the “views” dropdown in the spreadsheet to filter by specific categories.