Oblivion:Aurelinwae
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| Aurelinwae (RefID: xx00124A) | |||||
| Added by Mod | Wizard's Tower | ||||
|---|---|---|---|---|---|
| Home City | Imperial City, Market District | ||||
| Store | Mystic Emporium | ||||
| Race | Altmer | Gender | Female | ||
| Level | 8 | Class | Enchanter | ||
| RefID | xx00124A | BaseID | xx001246 | ||
| Services | |||||
| Available | 8am-8pm every day | ||||
| Other | |||||
| Merchant | |||||
| Gold | 2000 | Mercantile | Novice (6) | ||
| Sells | Ingredients, Potions, Soul Gems upgrades for Frostcrag Spire |
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| Buys |
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| Spells | |||||
| Other Information | |||||
| Health | 58 | Magicka | 290 | ||
| Respons. | 100 | Aggress. | 5 | ||
| Essential | Always | ||||
| Faction(s) | Mystic Emporium; IC Citizens | ||||
Aurelinwae is a merchant added by the Wizard's Tower official plug-in. She works in the Mystic Emporium store in the Market District of The Imperial City, along with Calindil. She is the source for all of the upgrades that you can buy for Frostcrag Spire.
Aurelinwae is one of the best merchants in the game, both because she has more gold available (2000) than any merchant (outside of the other mods), and her Mercantile skill (6) is much lower than other merchants. However, you can not invest in her store. Another disadvantage is that every item you sell her will remain in her inventory. This can lead to long pauses if her inventory gets too full.
This bug is fixed by the Unofficial Official Mods Patch.
[edit] Related Quests
- Frostcrag Spire: In the frozen mountains of Cyrodiil stands Frostcrag Spire, a tower of wonders for your magic-oriented character to call home.
[edit] Spells
She sells the following spells:
| Spell Name | Level | Cost | Effects |
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| Beast of Burden | Master | 422 | Feather 250pts for 360sec on Self |
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| Bound Bow | Journeyman | 142 | Bound Bow for 15sec on Self |
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| Weakness to Magicka | Journeyman | 69 | Weakness to Magic 25% for 30sec on Target |
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| Heroism | Apprentice | 30 | Rally 50pts for 45sec on Target |
| Calming Touch | Journeyman | 73 | Calm up to level 7 for 20sec on Touch |
| Candlelight | Journeyman | 103 | Light in 40ft for 180sec on Self |
| Eyes of Midnight | Journeyman | 66 | Night-Eye for 30sec on Self |
| Voice of Rapture | Journeyman | 88 | Charm 36pts for 30sec on Target |
| Dominate Creature | Expert | 265 | Command Creature up to level 9 for 30sec on Target |
| Grasp of Terror | Master | 401 | Demoralize up to level 20 for 30sec on Touch |
| Paralyze | Master | 475 | Paralyze for 10sec on Touch |
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| Superior Soul Trap | Expert | 270 | Soul Trap in 10ft for 40sec on Target |
| Telekinesis | Expert | 257 | Telekinesis 30pts for 45sec on Target |
| Legendary Life Detection | Master | 440 | Detect Life in 120ft for 120sec on Self |
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| Greater Fortify Endurance | Journeyman | 102 | Fortify Endurance 10pts for 90sec on Self |
| Greater Fortify Intelligence | Journeyman | 102 | Fortify Intelligence 10pts for 90sec on Self |
| Greater Fortify Willpower | Journeyman | 102 | Fortify Willpower 10pts for 90sec on Self |
[edit] Spell Notes
- The cost for most 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 built-in spell. However, there are a few notable exceptions, as noted in the tables. 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.
- 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)
- 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.
Categories: Oblivion-NPCs | Oblivion-Altmer | Oblivion-Enchanter | Oblivion-Merchants | Oblivion-Spell Merchants | Oblivion-Recharging | Oblivion-Essential NPCs | Oblivion-Merchants-Wealthy | Oblivion-Merchants-Novice | Oblivion-Ingredient Merchants | Oblivion-Potion Merchants | Oblivion-Book Merchants | Oblivion-Apparatus Merchants | Oblivion-Miscellaneous Merchants | Oblivion-Magic Items Merchants | Oblivion-Factions-Mystic Emporium | Oblivion-Factions-IC Citizens

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