Better Cities:Valandrial
Valandrial (RefID: xx06CAC0) |
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Home City | Imperial City, Market District | ||||
Store | Fire and Ice | ||||
Race | High Elf | Gender | Male | ||
Level | 15 | Class | Enchanter | ||
RefID | xx06CAC0 | BaseID | xx043C82 | ||
Services | |||||
Available | 8am to 8pm, every day | ||||
Merchant | |||||
Gold | 800 | Mercantile | Apprentice (40) | ||
Sells | Magic Items, Spells, Weapons | ||||
Buys |
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Other Information | |||||
Health | 173 | Magicka | 120 | ||
Respons. | 50 | Aggress. | 5 | ||
Faction(s) | Fire and Ice; IC Citizens |
Valandrial is a High Elf enchanter who runs Fire and Ice, a magic paraphernalia shop in the Imperial City Market District, with his wife Suspire.
He has a basic routine: he wakes up at 4am every morning, eats breakfast, and spends a couple of hours working on enchanting items. At 8am, he goes down to open the shop; he remains on duty until 8pm, when he closes up, goes back upstairs to eat dinner, and then goes to bed at 10pm.
valandrial wears random middle-class robes and pigskin shoes, and carries a moderate amount of gold and a key to the shop.
Suspire and Valandrial live in an apartment above the shop. A hallway connects three rooms. The first one is a dining room with a dining table and seating for four, a tall bookcase with some books, a few silver urns, and some alcohol. A counter and two food barrels sit around the corner. The middle room is their bedroom; it has a double bed, three chests of drawers (two for clothing and one for clutter), an armoire, a chest for valuables, and a jewelry chest. The last room is a workspace; counters cluttered with alchemical equipment and ingredients line two walls, and three barrels nearby hold more ingredients. A pair of desks in an L-shape form another area for writing spells and scrolls; several completed scrolls can be found here, including Water Breathing, Summon Zombie, Heat Burst (x3), and Drain Skill: Block. A counter at the far end of the room is used for enchanting staves; a barrel nearby holds several "blank" staves, and a plate on the counter has three greater soul gems.
Aside from rumors, he has nothing special to say.
Spells[edit]
He sells the following spells:
Spell Name | Level | Cost | Effects |
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Alteration | |||
Torchlight | Expert | 183 | Light in 50ft for 240 sec on self |
Open Easy Lock | Apprentice | 29 | Open Easy Lock on Target |
Guard | Journeyman | 104 | Shield 30% for 30sec on self |
Aegis | Master | 403 | Shield 50% for 60sec on self |
Illusion | |||
Heroism | Apprentice | 30 | Rally 50pts for 45sec on target |
Mysticism | |||
Legendary Spell Reflection | Master | 538 | Reflect Spell 25% for 25 sec on self |
Soul Trap | Apprentice | 60 | Soul Trap for 20sec on touch |
Superior Spell Absorption | Expert | 347 | Spell Absorption 20pts for 25sec on Self |
Restoration | |||
Major Respite | Apprentice | 54 | Restore Fatigue 80pts on self |
Heal Minor Wounds | Novice | 19 | Restore Health 10pts on self |
Heal Greater Wounds | Journeyman | 92 | Restore Health 20pts for 2sec on self |
Heal Superior Wounds | Expert | 246 | Restore Health 25pts for 4sec on self |
Heal Legendary Wounds | Master | 466 | Restore Health 30pts for 6sec on self |
* Indicates spells which cannot be purchased from anyone else, though spells with the same effects at different magnitudes can be purchased elsewhere.
- The magicka cost for most purchasable spells matches the value you would calculate from the Spell Cost equation. In other words, if you were to create the same spell at the Spellmaking Altar, it would have the same magicka cost as the purchasable spell. There are a few exceptions. Spells that are a bad deal, i.e. more expensive than a custom spell, are in red; spells that are a good deal are in green. The magicka cost if you were to create a custom spell at the Spellmaking Altar is shown in parentheses.
- The magicka cost for spells is dependent upon your skill in the school (as modified by Luck, see Magic Overview). The provided baseline values are the magicka cost when your skill level is 33. For other skill levels the magicka cost can be determined from:
Cost * (1.4 - 0.012 * Skill)
- More powerful spells cost more to buy, have a higher skill requirement, and consume more Magicka.
- Level indicates what skill level you must reach (or surpass) in order to use a spell. Skill Level 0-24 = Novice, 25-49 = Apprentice, 50-74 = Journeyman, 75-99 = Expert, 100 = Master.
- The base cost in gold that you must pay to purchase a spell is always three times the current magicka cost of the spell, taking into account your character's skill level and Luck. (The actual cost you pay is further increased based on how well you haggle with the merchant.) Therefore, if you have any Fortify Skill or Fortify Luck spells/potions handy, you can get significantly better deals when purchasing spells.
- Better Cities-NPCs
- Better Cities-High Elf
- Better Cities-High Elf-Male
- Better Cities-Male NPCs
- Better Cities-Enchanter
- Better Cities-Level 15 NPCs
- Better Cities-Merchants
- Better Cities-Weapon Merchants
- Better Cities-Magic Items Merchants
- Better Cities-Merchants-Apprentice
- Better Cities-Factions-Fire and Ice Faction
- Better Cities-Factions-IC Citizens