A common expression heard in taverns is “Pick your poison…”. With this guide, a savvy assassin will be able to pick the right poison for the job or to satiate the saltier clients with a need for increased suffering of the victim.
This tome reveals the mysteries of alchemy in the context of poison-making. Here’s a summary of the highlights:
Poisons can be made in batches of up to 16
When slotted, poisons suppress weapon enchantments.
Poisons have a 10 second cooldown
The rank or level of the poison determines the duration if there is an overtime effect, otherwise, the effect is increased.
Some potions offer benefits to the user in addition to negative effects to the victim.
Stun effects have shorter durations. Some poison provide benefits to the user.
A knowledge of all the reagent traits will enable the crafter to quickly craft potions and poisons using the base UI and increase the chance of obtaining sealed alchemy writs.
Tradeskill mastery (which determines your odds of receiving a master writ from a top tier writ reward box) is meant to imply a long-term dedication to the craft. This varies from tradeskill to tradeskill…And with Alchemy, we look at how many reagents from which you’ve completely learned all effects. — ZOS
A conclusion from an analysis of the lore on the subReddit by one member speculates that,
The Nirnroot is another cousin of the Hist, like the Sleeping Tree and the Umbrielian Hist. It shows far too many signs of being related to not be related. It’s not nearly as smart/sentient as the Hist or even the Um-Hist, but it has the wherewithal to enter a state of dormancy when times get rough.