Oblivion:Alberic Litte

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search
Alberic Litte
(RefID: 000234DC)
Home City Chorrol
Location Chorrol Mages Guild
House Alberic Litte's House
Race Breton Gender Male
Level 20 Class Mage
RefID 000234DC BaseID 000222B8
Services
Available 7am-11am, 1pm-6pm, 9pm-12am every day
Training Trainer (Advanced)Conjuration (Advanced) Conjuration, Advanced
Merchant
Gold 20 Mercantile Novice (7)
Spells Alteration SpellsConjuration SpellsDestruction SpellsIllusion SpellsMysticism SpellsRestoration Spells
Other Information
Health 105 Magicka 170
Responsibility 80 Aggression 5
Faction(s) Guild for Mages Associate(Associate Associate); Chorrol Citizen; Litte Family
Alberic Litte

Alberic Litte, a Breton mage, is an Associate of the Mages Guild who offers advanced Conjuration training and sells spells at the Chorrol Guild Hall.

After waking up at 7am, he spends one hour in the guild basement before starting his daily activities. Between 8am and 6pm he will be found reading a book from the guild library, although he will break off at 11am to spend two hours with his wife Carmen in their house. At 6pm, he eats a three-hour dinner with his fellow guild members on the second floor of the Guild hall. He will spend the last three hours of his day wandering around the basement before bed at midnight.

He wears very peculiar mix of lower and upper-class garments: the cheap but rare green robe and the costly green velvet shoes. He also carries his house key, a Mages Guild key, his book, and a sizable amount of gold.

He doesn't wield any weapons, relying instead on a set of low-level spells from all of the magical schools. These are also the same spells that you can buy from him cheaply since his Mercantile is a mere 7. He will be available for both his spell-selling and training services when not eating, sleeping or taking his trip home.

Related Quests[edit]

Dialogue[edit]

He will greet you by saying:

"I am Alberic Litte of the Mages Guild. I am pleased to make your acquaintance."
Mages Guild
"If you're skilled enough, Athragar has a rather powerful frost spell for sale. Very effective, but dangerous to the inexperienced."

Quest-Related Dialogue[edit]

Fingers of the Mountain[edit]

During the Fingers of the Mountain quest, he'll give you some information about Earana and Teekeeus' relationship, as well as their personalities:

Earana
"She's nothing but trouble. She went to the University long ago, but was expelled from the guild. Caused all kinds of trouble while she was there. I think Teekeeus was the one who finally blew the whistle on her. That'd be just like him too; always playing by the rules."

He will also tell you what he knows about the nature of the quest:

Fingers of the Mountain
"Doesn't that have something to do with the Ayleids, and magical control over the weather? I think that's the rumor I heard."

Conjuration Training[edit]

As an advanced trainer, Alberic can provide you with the necessary reference for the Conjuration Master Training quest. Once your Conjuration skill level reaches 70:

Training
"I've heard that there's a powerful conjurer off in the woods someplace, worshipping Molag Bal. Olyn Seran, I think his name was. I personally wouldn't go looking for him myself, but you might keep it in mind if you ever run across him."

If asked again:

"Find Olyn Seran. Look for him at a Daedric Shrine; that's where he probably is."

Notes[edit]

  • Alberic tells you that Athragar has "a rather powerful frost spell for sale"; however, the only thing frost-related in his spell list is Summon Frost Atronach, which seems unlikely to be what Alberic meant, but it is still an expert level spell.
    • PC Only The Unofficial Oblivion Patch, version 3.5.1, addresses this issue. The wording has been changed to "some rather powerful spells for sale".
  • Despite being married and owning a house in town, Alberic prefers to sleep at the Mages Guild.
  • An AI package which would have seen Alberic head to the chapel at 6am for two hours of daily worship was never added to the character.

Spells[edit]

Alberic Litte has the following spells for sale:

Spell Name Level Cost Effects
Alteration
Defend Apprentice 43 Shield 15% for 30sec on Self
Ease Burden Apprentice 35 Feather 50pts for 240sec on Self
Open Easy Lock Apprentice 29 Open Easy Lock on Target
Conjuration
Bound Boots** Novice 24 Bound Boots for 20sec on Self
Bound Dagger Novice 21 Bound Dagger for 15sec on Self
Bound Gauntlets** Novice 16 Bound Gauntlets for 20sec on Self
Bound Helmet Novice 24 Bound Helmet for 20sec on Self
Turn Undead Novice 11 Turn Undead up to level 3 for 30sec on Target
Bound Greaves** Apprentice 54 Bound Greaves for 45sec on Self
Bound War Axe** Apprentice 58 Bound Axe for 15sec on Self
Repulse Undead Apprentice 29 Turn Undead up to level 7 for 30sec on Target
Summon Ghost Apprentice 55 Summon Ghost for 25sec on Self
Summon Scamp Apprentice 60 Summon Scamp for 20sec on Self
Summon Skeleton Apprentice 45 Summon Skeleton for 40sec on Self
Summon Zombie Apprentice 50 Summon Zombie for 30sec on Self
Destruction
Flash Bolt Apprentice 52 Fire Damage 20pts on Target
Illusion
Command Creature* Apprentice 38 Command Creature up to level 2 for 30sec on Target
Command Humanoid* Apprentice 48 Command Humanoid up to level 2 for 30sec on Target
Commanding Touch* Apprentice 43 Command Creature up to level 3 for 30sec on Touch
Mysticism
Major Life Detection Apprentice 30 Detect Life in 60ft for 20sec on Self
Remote Manipulation Apprentice 28 Telekinesis 10ft for 20sec on Target
Soul Trap Apprentice 60 Soul Trap for 20sec on Touch
Restoration
Heal Major Wounds Apprentice 61 Restore Health 25pts on Self

* Indicates spells which cannot be purchased from anyone else, though spells with the same effects at different magnitudes can be purchased elsewhere.
** Indicates spells with effects which cannot be purchased anywhere else.

Purchased Spell Notes
  • 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.