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Spell Research Cheat Sheet

Table of contents

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  1. Alchemy
    1. Getting Started
    2. Solutions Reference
    3. Solution Ranks
    4. Ingredient Yield
    5. Potions
      1. Effect View
      2. Ingredient View
      3. Solutions View
  2. Artifacts
  3. Elixirs
    1. Elixir Tiers
    2. Elixirs Database
  4. Spells & Archetypes

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\scripts replacing 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:

  1. Use your alembic → select “Dissolve Items”
  2. Place ingredients, potions, or artifacts to dissolve
  3. Alembics dissolve small amounts (field tools); use Cauldrons for larger quantities
  4. Place Cauldron in inventory and use it to place it in front of you
  5. Fuel with ingredients/potions that have “Weakness” effects
  6. 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:

  1. Solutions based on item effects
  2. 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.

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Solutions View

Shows which ingredients to dissolve for specific solutions.

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Artifacts

This document contains a list of all artifacts in the game which can be examined by spell research.

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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

All Elixirs Spreadsheet

Elixirs Database

Expand to view

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.

All Recipes Spreadsheet

Use the “views” dropdown in the spreadsheet to filter by specific categories.

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