Damage Health | |
---|---|
School | Destruction |
Type | Offensive |
Alchemy | |
ID | 0003eb42 |
Base Cost | 3 |
Base Mag | 2 |
Base Dur | 1 |
Availability (Click on any item for details) |
|
Built-In Potions |
Alchemy description: Causes <mag> points of poison damage.
Damage Health reduces the value of the target's Health. There are two additional variants of this effect, documented on their own effect pages: Ravage Health and Lingering Damage Health. All three of these effects are only available from poisons.
AlchemyEdit
Sixteen alchemy ingredients have the Damage Health effect. However, several of the ingredients have non-standard magnitudes and/or durations, meaning that Damage Health poisons can vary widely in effectiveness and gold value. The properties of a Damage Health poison are determined by the single highest-priority ingredient used when making the poison. The properties of the second ingredient have no effect on the poison.
The "Base Mag" and "Base Dur" columns provide the raw game data values that are used in the equations provided at Alchemy Effects. "Mag Mult" summarizes how many times larger the poison's magnitude will be when controlled by that ingredient; "Gold Mult" summarizes how many times larger the poison's gold value will be, relative to the minimum possible value for a Damage Health potion.
Ingredient | Priority | Base Mag | Base Dur | Mag Mult | Gold Mult | Effect Order |
---|---|---|---|---|---|---|
ChokeberryCC | 1 | 3 | 1 | 1.5 | 1.6 | 1st |
Coda FlowerCC | 1 | 3 | 1 | 1.5 | 1.6 | 1st |
Crimson Nirnroot | 3 | 6 | 1 | 3 | 3.3 | 1st |
Deathbell | 1 | 3 | 1 | 1.5 | 1.6 | 1st |
Ectoplasm | 2 | 1 | 1 | 1 | 4th | |
Emperor Parasol MossDB | 5 | 3 | 0† | 1.5 | 19.7 | 1st |
Falmer Ear | 2 | 1 | 1 | 1 | 1st | |
Fire PetalCC | 1 | 3 | 1 | 1.5 | 1.6 | 1st |
Gnarl BarkCC | 1 | 3 | 1 | 1.5 | 1.6 | 1st |
HarradaCC | 2 | 4 | 1 | 2 | 2.14 | 1st |
Human Flesh | 2 | 1 | 1 | 1 | 1st | |
Human Heart | 2 | 1 | 1 | 1 | 1st | |
Imp GallCC | 1 | 3 | 1 | 1.5 | 1.6 | 1st |
Imp Stool | 2 | 1 | 1 | 1 | 1st | |
Jarrin Root‡ | 7 | 200 | 1 | 100 | 158 | 1st |
Mort FleshCC | 2 | 1 | 1 | 1 | 1st | |
Nightshade | 2 | 1 | 1 | 1 | 1st | |
Nirnroot | 4 | 2 | 0† | 1 | 12.6 | 1st |
Poison BloomDG | 1 | 3 | 1 | 1.5 | 1.6 | 1st |
Red Mountain Flower | 2 | 1 | 1 | 1 | 4th | |
Redwort FlowerCC | 1 | 3 | 1 | 1.5 | 1.6 | 3rd |
River Betty | 6 | 5 | 0† | 2.5 | 34.5 | 1st |
Scalon FinCC | 1 | 3 | 1 | 1.5 | 1.6 | 2nd |
Skeever Tail | 2 | 1 | 1 | 1 | 3rd | |
Small Antlers | 2 | 1 | 1 | 1 | 4th | |
Spiddal StickCC | 2 | 4 | 1 | 2 | 2.14 | 1st |
Troll Fat | 2 | 1 | 1 | 1 | 4th | |
Void Salts | 2 | 1 | 1 | 1 | 3rd | |
Wisp Stalk CapsCC | 1 | 3 | 1 | 1.5 | 1.6 | 1st |
† The Base Duration for these ingredients, as specified in the game data, is 0 seconds. For calculating the gold multiplier, however, use a duration of 10.
‡ Only one sample of Jarrin Root can be obtained in normal gameplay, meaning that it cannot be used to routinely make over-powered poisons.
NotesEdit
- When making poisons and combining, for example, Crimson Nirnroot and Deathbell together (which both have a higher Damage Health effect), the game does not multiply both effects together but rather only applies the strongest effect (from the Crimson Nirnroot) to the crafted poison, so Deathbell's higher Damage Health effect is wasted. For this reason, it is better to use one standard Damage Health ingredient with a higher magnitude one.
- Damage Health poisons found in the game world or bought (such as Deadly Poison) work differently than ones you can make via Alchemy: the ones pre-existing in the world work instantly, while the ones you can make damage an enemy's heath bar like a quickly acting Lingering Damage Health poison, over one second, for the damage described. This is most notable when using crafted poisons that deal 100+ damage.