Oblivion:Ohtesse
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| Ohtesse (RefID: 00000364D) | |||
| Home City | Cheydinhal | ||
|---|---|---|---|
| Location | Great Chapel of Arkay | ||
| Race | Altmer | Gender | Female |
| Level | 17 | Class | Healer |
| RefID | 00000364D | BaseID | 000034C7 |
| Services | |||
| Available | 6am-8pm, 10pm-12am every day | ||
| Training | |||
| 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, a female Altmer Healer, works in Cheydinhal's Great Chapel of Arkay. She offers advanced Restoration training and sells spells, but she does not have a specific area where she is located when she offers these services.
One way to track her down is to follow her all morning: she leaves the chapel every morning at 8 am and wanders the town (unless it is raining); if you follow her around until noon, she will then start to offer her services (typically while returning to the chapel, at which point she disappears into off-limit areas). Alternatively, you can wait in the chapel just outside the off-limit areas until just after noon. At this time she should be just coming down the stairs and you can talk to her before she enters the off-limit areas. Another option is to break into the off-limit Chapel Hall at any time between noon and 8 pm and look for her; although you are technically trespassing, she will offer her services before asking you to leave the area.
She will always be killed during the Knights of the Nine official mod, specifically during the quest The Sword of the Crusader. During that quest a battle occurs in Cheydinhal's chapel without any player involvement (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.
Workaround for PC version: If you're playing the PC version, 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 command player.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 entering enable. She should then resume her normal schedule. You can directly beam to her by entering player.moveto 364d.
As an alternative to respawning Ohtesse, you can simply activate the Master Trainer quest manually via the console command setstage trainingrestoration 10.
[edit] Spells
She sells the following spells:
| Spell Name | Level | Cost | Effects |
|---|---|---|---|
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| Repulse Undead | Apprentice | 29 | Turn Undead up to level 7 for 30sec on Target |
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| Serenity | Novice | 13 | Calm up to level 2 for 10sec on Target |
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| Major Life Detection | Apprentice | 30 | Detect Life in 60ft for 20sec on Self |
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| 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.
[edit] 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.

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