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Eris Senim (RefID: ) |
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Added by | Knights of the Nine | ||
Home City | Bravil | ||
Store | Great Chapel of Mara | ||
Race | Dunmer | Gender | Male |
Level | 10 | Class | Priest |
RefID | BaseID | ||
Services | |||
Available | 6am-8pm, 10pm-12am every day | ||
Training | Speechcraft, Basic | ||
Merchant | |||
Gold | 10 | Mercantile | Novice (6) |
Spells | |||
Other Information | |||
Health | 77 | Magicka | 80 |
Respons. | 50 | Aggress. | 5 |
Faction(s) | Nine Divines (Pilgrim ); Bravil Faction |
Eris Senim is a Dunmer priest added as a replacement for Uravasa Othrelas by the Knights of the Nine official plug-in. Like his predecessor, he offers basic speechcraft training and sells spells at the Great Chapel of Mara in Bravil.
He sleeps in the southern room of the Chapel Hall every night between midnight and 6am, and then starts to wander around the lower area of the Chapel, randomly checking out the Chapel Hall, the Undercroft or simply standing on top of the staircase. At 8am, he will go upstairs and wander around there until midday where he will return to his routines on the lower floor. At 4pm, he will pray in front of the Altar of the Nine, before going back down to the lower levels of the Chapel. Here, he will wander around until 8pm, where he will find a chair in the Chapel Hall and eat his dinner. At 10pm, he will finish the day with yet another two hours of checking out the lower floor, before he goes to bed. He will offer his services at all times, except when he takes his dinner-break and when he is sleeping.
He wears a pair of pigskin shoes, a quilted doublet, and tan linens and carries around his key to the Chapel and a small amount of gold. Eris doesn't wield any weapons, instead choosing to rely on a set of spells from the Restoration school of magic, as well as a Turn Undead spell.
Notes
- Eris Senim is not added to the game until the Knights of the Nine questline is completed.
Spells
He sells the following spells:
Spell Name | Level | Cost | Effects |
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Conjuration | |||
Repulse Undead | Apprentice | 29 | Turn Undead up to level 7 for 30sec on Target |
Restoration | |||
Minor Respite | Novice | 6 | Restore Fatigue 15pts on Self |
Convalescence | Apprentice | 48 | Restore Health 15pts on Target |
Cure Paralysis | Apprentice | 50 | Cure Paralysis on Touch |
Cure Poison | Apprentice | 60 | Cure Poison on Self |
Fortify Speed | Apprentice | 42 | Fortify Speed 5pts for 90sec on Self |
Heal Major Wounds | Apprentice | 61 | Restore Health 25pts on Self |
Major Respite | Apprentice | 54 | Restore Fatigue 80pts on Self |
Restore Speed* | Apprentice | 29 | Restore Speed 5pts on Self |
Cure Disease | Journeyman | 140 | Cure Disease on Self |
Greater Convalescence | Journeyman | 138 | Restore Health 20pts for 2sec on Target |
Greater Fortify Speed | Journeyman | 102 | Fortify Speed 10pts for 90sec on Self |
Heal Greater Wounds | Journeyman | 92 | Restore Health 20pts for 2sec on Self |
Superior Convalescence | Expert | 277 | Restore Health 20pts for 4sec on Target |
* Indicates spells with effects which cannot be purchased anywhere else.
- 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.