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ESO Skill Lines: Craft / Alchemy

Craft
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Alchemy

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NameProgressionDescriptionLine Rank
Solvent Proficiency I
Solvent ProficiencyPassive AbilitiesCraft / Alchemy
Solvent Proficiency I
Solvent Proficiency I

Allows the Alchemist to use Natural Water and Grease to make Level 3 potions and poisons and Clear Water and Ichor to make Level 10 potions and poisons.

1
Solvent Proficiency II
Solvent Proficiency II

Allows the Alchemist to use Pristine Water and Slime to make Level 20 potions and poisons.

10
Solvent Proficiency III
Solvent Proficiency III

Allows the Alchemist to use Cleansed Water and Gall to make Level 30 potions and poisons.

20
Solvent Proficiency IV
Solvent Proficiency IV

Allows the Alchemist to use Filtered Water and Terebinthine to make Level 40 potions and poisons.

30
Solvent Proficiency V
Solvent Proficiency V

Allows the Alchemist to use Purified Water and Pitch-Bile to make Champion 10 potions and poisons.

40
Solvent Proficiency VI
Solvent Proficiency VI

Allows the Alchemist to use Cloud Mist and Tarblack to make Champion 50 potions and poisons.

48
Solvent Proficiency VII
Solvent Proficiency VII

Allows the Alchemist to use Star Dew and Night-Oil to make Champion 100 potions and poisons.

49
Solvent Proficiency VIII
Solvent Proficiency VIII

Allows the Alchemist to use Lorkhan's Tears and Alkahest to make Champion 150 potions and poisons.

50
Keen Eye: Reagents I
Keen Eye: ReagentsPassive AbilitiesCraft / Alchemy
Keen Eye: Reagents I
Keen Eye: Reagents I

Herbs and fungi in the world will be easier to see when you are **20** meters or closer.

2
Keen Eye: Reagents II
Keen Eye: Reagents II

Herbs and fungi in the world will be easier to see when you are **30** meters or closer.

6
Keen Eye: Reagents III
Keen Eye: Reagents III

Herbs and fungi in the world will be easier to see when you are **40** meters or closer.

17
Medicinal Use I
Medicinal UsePassive AbilitiesCraft / Alchemy
Medicinal Use I
Medicinal Use I

When using potions, resulting effects last 10% longer.

8
Medicinal Use II
Medicinal Use II

When using potions, resulting effects last 20% longer.

35
Medicinal Use III
Medicinal Use III

When using potions, resulting effects last 30% longer.

50
Chemistry I
ChemistryPassive AbilitiesCraft / Alchemy
Chemistry I
Chemistry I

Produces 1 extra potion or 4 extra poisons per crafting attempt.

12
Chemistry II
Chemistry II

Produces 2 extra potions or 8 extra poisons per crafting attempt.

25
Chemistry III
Chemistry III

Produces 3 extra potions or 12 extra poisons per crafting attempt.

47
Laboratory Use I
Laboratory UsePassive AbilitiesCraft / Alchemy
Laboratory Use I
Laboratory Use I

Allows the use of up to 3 reagents while mixing Potions or Poisons.

15
Snakeblood I
SnakebloodPassive AbilitiesCraft / Alchemy
Snakeblood I
Snakeblood I

Reduces duration of negative effects in potions by 50% when consumed.

23
Snakeblood II
Snakeblood II

Reduces duration of negative effects in potions by 80% when consumed.

33
Snakeblood III
Snakeblood III

Reduces duration of negative effects in potions by 100% when consumed.

43
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