Oblivion:Athragar

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Athragar
(RefID: 00023506)
Home City Chorrol
Store Chorrol Mages Guild
Race Wood Elf Gender Male
Level 14 Class Nightblade
RefID 00023506 BaseID 000234BA
Services
Available 6am-12pm, 33% chance between 12pm and 4pm, 6pm-10pm
Training Trainer (Advanced)Alteration (Advanced) Alteration, Advanced
Merchant
Gold 300 Mercantile Novice (6)
Spells Conjuration SpellsIllusion Spells
Other Information
Health 88 Magicka 57
Responsibility 80 Aggression 5
Faction(s) Guild for Mages Evoker(Evoker Evoker); Chorrol Citizen
Athragar

Athragar, a Wood Elf nightblade, is an Evoker of the Mages Guild who offers advanced Alteration training and sells spells at the Chorrol Guild Hall.

He will spend his entire morning from 6am to midday wandering around the guild building. His afternoon is dedicated to studying and he can be found reading on the ground floor from midday to 4pm and in the second floor library until 6pm. There is also a 33% chance that he will spend time practicing casting a Novice Restore Fatigue spell behind the counter on the ground floor. Starting at 6pm, he will spend four hours wandering around, then retire to his bed in the Living Quarters at 10pm. He is quite atypical in that he is so absorbed by his activities that he always forgets to eat. He will offer his services when not sleeping or reading.

He wears middle-class attire consisting of a blue & green outfit and a pair of doeskin shoes. He carries a pair of spare tan linens, his Mages Guild key and a leveled amount of gold. He doesn't wield any weapons, and instead relies on a wide variety of Journeyman and Expert-level spells from the Conjuration and Illusion schools (though he is actually unable to cast any of them; see Bugs). These are the same spells that you can buy off him cheaply since his Mercantile skill is a mere 6.

When you meet him for the first time he will politely introduce himself: "A pleasure to make your acquaintance. I'm Athragar of the Mages Guild. How can I serve you?" When asked about the Guild, he will reveal that he is a bit tired of life in Chorrol: "Training and spells, training and spells. It gets so boring after a while; maybe someday I'll be able to move to the Arcane University."

If you inquire about Earana during the local recommendation quest, he will offer you some information into her relationship with Teekeeus: "I don't know all the details, but I heard that she complained to the Council until they removed Teekeeus from his position at the Arcane University." On the mythical Fingers of the Mountain he remains skeptical: "I've heard of it, but I don't really know what it is. Something about tapping into the power of the weather. Those Ayleids were pretty crazy."

As an advanced trainer, Athragar can provide you with the necessary reference for the Alteration Master Training quest. Once your alteration skill level reaches 70, speak to him and choose the "training" option, which will trigger the quest and this dialogue: "If you wish to learn more about Alteration, you'd be wise to consult Tooth-in-the-Sea. If you can find him, that is. I believe he's currently residing somewhere north of Bravil. Spends most of his time in Niben Bay, I understand. And I do mean IN Niben Bay."

Fellow guildsman Angalmo will point you towards Athragar, commenting on his magical abilities: "If you need training, Athragar has a reputation for being very good with Alteration. You might consider speaking to him about it." Alberic Litte also notes on Athragar's ability: "If you're skilled enough, Athragar has a rather powerful frost spell for sale. Very effective, but dangerous to the inexperienced."

Related Quests[edit]

Notes[edit]

  • Athragar does not sell or cast Alteration spells, despite being an Advanced trainer of it.

Bugs[edit]

  • A combination of his magical schools' skill levels and his total available magicka results in Athragar being unable to cast any of his spells.

Spells[edit]

Athragar has the following spells for sale:

Spell Name Level Cost Effects
Conjuration
Bound Bow** Journeyman 142 Bound Bow for 15sec on Self
Bound Cuirass Journeyman 72 Bound Cuirass for 60sec on Self
Bound Mace** Journeyman 136 Bound Mace for 15sec on Self
Rebuke Undead Journeyman 70 Turn Undead up to level 15 for 30sec on Target
Summon Dremora** Journeyman 145 Summon Dremora for 20sec on Self
Summon Flame Atronach** Journeyman 135 Summon Flame Atronach for 30sec on Self
Summon Headless Zombie** Journeyman 140 Summon Headless Zombie for 25sec on Self
Summon Skeleton Guardian** Journeyman 130 Summon Skeleton Guardian for 40sec on Self
Bound Shield** Expert 216 Bound Shield for 120sec on Self
Bound Sword Expert 352 Bound Sword for 15sec on Self
Dismiss Undead Expert 187 Turn Undead up to level 18 for 60sec on Target
Summon Clannfear** Expert 340 Summon Clannfear for 45sec on Self
Summon Daedroth Expert 369 Summon Daedroth for 30sec on Self
Summon Faded Wraith Expert 350 Summon Faded Wraith for 40sec on Self
Summon Frost Atronach** Expert 360 Summon Frost Atronach for 35sec on Self
Summon Skeleton Champion** Expert 380 Summon Skeleton Champion for 25sec on Self
Summon Skeleton Hero** Expert 330 Summon Skeleton Hero for 50sec on Self
Summon Spider Daedra Expert 390 Summon Spider Daedra for 20sec on Self
Illusion
Dominating Touch Journeyman 105 Command Creature up to level 6 for 30sec on Touch
Dominate Creature* Expert 265 Command Creature up to level 9 for 30sec on Target
Dominate Humanoid Expert 331 Command Humanoid up to level 9 for 30sec on Target

* 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.