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Ohtesse (RefID: ) |
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Home City | Cheydinhal | |||
Location | The Great Chapel of Arkay | |||
Race | Altmer | Gender | Female | |
Level | 17 | Class | Healer | |
RefID | BaseID | |||
Services | ||||
Available | 6am-8am, 12pm-8pm, 10pm-12am every day, more on rainy days
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Training | Restoration, Advanced | |||
Merchant | ||||
Gold | 15 | Mercantile | Apprentice (41) | |
Spells | ||||
Other Information | ||||
Health | 89 | Magicka | 186 | |
Respons. | 50 | Aggress. | 5 | |
Faction(s) | Cheydinhal Citizens; Nine Divines (Initiate) |
Ohtesse, an Altmer, is the resident healer at the Great Chapel of Arkay in Cheydinhal. She offers advanced Restoration training and sells spells, mostly from the magical school of Restoration. She will always be killed during the Knights of the Nine quest The Sword of the Crusader. Note that her replacement, Kinther, will not provide you with the necessary reference to begin the Restoration Training quest.
Her healing abilities and dedication to Mara is well known all over Cheydinhal and many townsfolk fear that she might work herself too hard. Nevertheless, Ohtesse keeps going and spends most of her time helping people in need. She sleeps in the Chapel Hall every night between midnight and 6am and always starts the day by strolling around the hall area for two hours. At 8am, if the weather is clear, she takes a relaxing stroll in downtown Cheydinhal, usually near Willow Bank or on the island between the two bridges. At 12pm she returns to the Chapel and spends the afternoon in the northeastern room of the chapel hall. At 8pm she sits down at the well-provided dinner table and enjoys her dinner for two hours, before returning to the northeastern room where she stays until her bedtime at midnight. On rainy days, she will cancel her morning walk and stay in the Chapel Hall. She won't offer services when eating, sleeping, or taking her trip downtown, but offers them at all other times.
She wears a humble set of middle-class attire, a pair of light brown linens and a quilted doublet with matching shoes. She carries the chapel key, the key to the Undercroft and a small amount of gold. Ohtesse doesn't wield any weapons, choosing instead to rely on a series of spells from the Conjuration, Illusion, Mysticism, and Restoration schools of magic.
When you speak to her she will politely introduce herself and her services: "Blessings of the Nine. I'm Ohtesse the Healer. By the grace of Mara, I offer Advanced Training in the Restoration Arts." When asked about Cheydinhal, she will reveal how much she takes pride in her work: "I'm happy to be of service in any way I can, in any place I can. There are so many who need help, and so few to offer it." As an advanced trainer, Othesse can give you the necessary reference to trigger the Restoration Master Training Quest. When your Restoration skill reaches 70 she will point you towards Kvatch refugee Oleta with the words: "For advanced training, seek out Oleta. She serves Akatosh at his temple in Kvatch. She can teach you all you need to know." Should you ask her about the master training after already receiving the reference to Oleta, she will simply repeat: "Speak with Oleta, at the Chapel of Akatosh in Kvatch. She will be able to train you further."
Her dedication both pleases and worries the population of Cheydinhal. When asked about rumors, they will often express both admiration and concern:
- "Ohtesse is a wonderfully gifted healer. I sometimes worry that she spends too much time taking care of others, and not enough on herself."
- "I hope Ohtesse is taking care of herself. She's a gifted healer, and she spends all her time helping others."
- "Ohtesse works constantly. Don't you worry about her sometimes?"
- "Have you ever spoken with Ohtesse? She's really a dedicated person."
- "Everyone is very fond of Ohtesse. And her healing skills are simply excellent."
- "Ohtesse is the most dedicated person I know. She really needs to take better care of herself, though."
Related Quests
- Restoration Training: A master healer will only train you if you save her city.
Notes
- She will always be killed during the Knights of the Nine official plug-in, specifically during the quest The Sword of the Crusader. During that quest a battle occurs in Cheydinhal's chapel without any involvement from you (i.e., you cannot influence the outcome of the battle). She is replaced by Kinther at the end of the Knights of the Nine quest line, who provides the same services as Ohtesse, except for the Restoration Master Training reference.
- Once Ohtesse is killed during the Knights of the Nine, it becomes impossible to ever receive a reference for Restoration Master Training from Oleta. Both advanced restoration trainers are always killed during the Knights of the Nine (the other is Marz), and neither of the two replacement restoration trainers (Kinther or Beem-Kiurz), will provide the reference necessary to start master training.
- Ficheiro:Pc22.png You can work around this using the console. First check if Ohtesse has died, using the command
GetDeadCount 34c7
. If this returns something other than 0, then Ohtesse has died. You can spawn a new copy of her using the commandplayer.placeatme 34c7
, which will pop an Ohtesse copy right next to you into the game world. - If the GetDeadCount is 0, then Ohtesse did not die. If you still cannot find her, she might have been disabled. You can re-enable her by first entering
prid 364d
, which will select her in the console, and then enteringenable
. She should then resume her normal schedule. You can directly beam to her by enteringplayer.moveto 364d
. - As an alternative to respawning Ohtesse, you can simply activate the Master Trainer quest manually via the console command
setstage trainingrestoration 10
.
- Ficheiro:Pc22.png You can work around this using the console. First check if Ohtesse has died, using the command
- The dead version of Ohtesse looks nothing like the original one—she has a different hairstyle, different face shape, and has dark bruises under her eyes.
Spells
She 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 |
Illusion | |||
Serenity | Novice | 13 | Calm up to level 2 for 10sec on Target |
Mysticism | |||
Major Life Detection | Apprentice | 30 | Detect Life in 60ft for 20sec on Self |
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 Intelligence* | Apprentice | 42 | Fortify Intelligence 5pts for 90sec on Self |
Major Respite | Apprentice | 54 | Restore Fatigue 80pts on Self |
Restore Intelligence* | Apprentice | 29 | Restore Intelligence 5pts on Self |
Cure Disease | Journeyman | 140 | Cure Disease on Self |
Greater Convalescence | Journeyman | 138 | Restore Health 20pts for 2sec on Target |
Greater Fortify Intelligence* | Journeyman | 102 | Fortify Intelligence 10pts for 90sec on Self |
Heal Superior Wounds | Expert | 246 | Restore Health 25pts for 4sec 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.