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Alchemy loop caps out way too fast—what am I missing?

DragonbornVet

New Member
I'm on my third playthrough (PC, USSEP, vanilla) and I've hit this wall where my crafted potions stop scaling with my alchemy level somewhere around 40-50. I'm getting the exp from making stuff, but the actual potions feel weaker than what I'm finding in dungeons. I've got the perks that boost potion strength and I'm using decent ingredients, but it's like there's a hard ceiling I can't break through. Am I just supposed to abandon alchemy for late-game and rely on vendor potions, or is there a perk path I'm completely overlooking?
 
You're actually hitting a real wall, but it's not a hard cap on potion strength - it's that you're comparing apples to oranges. Vendor potions and dungeon loot scale with your level, not your alchemy skill. Your crafted potions scale with alchemy skill, which maxes out at 100, so yeah, around 40-50 you start feeling the gap.

The thing is, you need the right perk path to keep up. The basic potion strength perks (the ones that boost effectiveness by %, stacking with each rank) help, but the real game-changer is the perk that lets you make potions with multiple effects - that's where your damage output actually lives. A two-effect poison hits way harder than a single-effect one at the same alchemy level. Make sure you're grabbing that one.

Also - and this matters - are you using the best ingredients for what you're trying to make? Like, if you're making damage potions with random stuff, of course they feel weak. Check what effects you actually need, find ingredients that have those effects together, and craft with purpose. A well-made poison with the right ingredient combo will punch above its weight even at alchemy 50.

You're not supposed to abandon it. Alchemy stays useful the whole game if you're actually using it strategically - poisons especially trivialize tough fights. But yeah, if you're just mass-crafting random potions and expecting them to compete with legendary loot, that's not how it works.
 
Yeah, that reply nails it. One thing I'd add though - if you're on PC, there's a reason a lot of modded load orders include alchemy overhauls. The vanilla system really does feel starved compared to, say, smithing, which keeps scaling forever if you're crafting high-tier gear.

That said, don't mod it yet if you're trying vanilla first. Just know that the "weak potion" feeling around alchemy 40-50 is partially by design, partially because you're probably not optimizing ingredient synergy like the previous reply said. I'd genuinely spend an hour just experimenting with combinations - make a Restore Stamina poison with River Betty and Thistle Branch, or a paralysis one with Imp Stool and Canis Root. Once you feel how much harder those hit than your generic "I grabbed 5 random flowers" batch, the skill clicks differently.

Also worth noting: poisons scale way better than potions do in vanilla. If you're only healing yourself, yeah, you'll feel capped. But if you're poisoning your weapons before tough fights, especially on higher difficulties, alchemy becomes almost broken good. A single paralysis poison on a dagger can trivialize encounters that would wreck you otherwise.
 
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