Oblivion:Selena Orania
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| Selena Orania (RefID: 00003461) | |||||
| Home City | Bruma | ||||
|---|---|---|---|---|---|
| Location | Mages Guild | ||||
| Race | Imperial | Gender | Female | ||
| Level | 10 | Class | Alchemist | ||
| RefID | 00003461 | BaseID | 0002D020 | ||
| Services | |||||
| Available | Randomly between 8am and 1am | ||||
| Merchant | |||||
| Gold | 800 | Mercantile | Apprentice (40) | ||
| Sells | Alchemy supplies | ||||
| Buys |
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| Spells | |||||
| Other Information | |||||
| Health | 73 | Magicka | 180 | ||
| Respons. | 100 | Aggress. | 5 | ||
| Faction(s) | Bruma Citizens; Mages Guild (Journeyman |
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Selena Orania is a female Imperial Alchemist in Bruma's Mages Guild. She sells alchemical supplies and spells. Unlike most merchants, Selena does not have fixed times and locations when she will sell items. The possible options are:
- Between 8am and 8pm each day there is a 50% chance that she will spend two hours reading; she offers services during those two hours.
- Between 8am and 8pm each day there is a 50% chance that she will spend two hours making potions; she offers services during those two hours.
- Between 8pm and 1am each day there is a 50% chance that she will spend the time in her room wandering; if so, she will offer services.
Selena suffers a Scripted Death during the necromancer attack on the Bruma Guild hall during the A Plot Revealed quest. If you want any of her spells, make sure you get them before that happens. Of particular note is the Fortify Health spell. While you can get another spell with this effect, it won't be usable until you reach Expert level in Restoration, so if you want it before that, Selena is your only option.
[edit] Spells
She sells the following spells:
| Spell Name | Level | Cost | Effects |
|---|---|---|---|
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| 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 |
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| Summon Scamp | Apprentice | 60 | Summon Scamp for 20sec on Self |
| Summon Daedroth | Expert | 369 | Summon Daedroth for 30sec on Self |
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| Flash Bolt | Apprentice | 52 | Fire Damage 20pts on Target |
| Winter's Grasp | Journeyman | 96 | Frost Damage 45pts on Touch |
| Superior Wound | Expert | 201 | Drain Health 50pts for 10sec on Target |
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| Beguiling Touch | Novice | 14 | Charm 12pts for 30sec on Touch |
| Dominate Humanoid | Expert | 331 | Command Humanoid up to level 9 for 30sec on Target |
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| Major Life Detection | Apprentice | 30 | Detect Life in 60ft for 20sec on Self |
| Remote Manipulation | Apprentice | 28 | Telekinesis 10pts for 20sec on Target |
| Soul Trap | Apprentice | 60 | Soul Trap for 20sec on Touch |
| Superior Spell Reflection | Expert | 323 | Reflect Spell 20pts for 20sec on Self |
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| Fortify Health* | Apprentice | 32 | Fortify Health 30pts for 30sec on Self |
| Heal Major Wounds | Apprentice | 61 | Restore Health 25pts on Self |
| Absorb Skill: Blade | Expert | 193 | Absorb Blade 25pts for 15sec on Touch |
* Indicates spells which cannot be purchased from anyone else. (However, spells with the same effects at different magnitudes can be purchased elsewhere.)
[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.
Categories: Oblivion-NPCs | Oblivion-Imperial | Oblivion-Alchemist | Oblivion-Merchants | Oblivion-Spell Merchants | Oblivion-Merchants-Rich | Oblivion-Merchants-Apprentice | Oblivion-Ingredient Merchants | Oblivion-Potion Merchants | Oblivion-Apparatus Merchants | Oblivion-Miscellaneous Merchants | Oblivion-Factions-Bruma Citizens | Oblivion-Factions-Mages Guild | Oblivion-Factions-Mages Guild-Journeyman | Oblivion-Unique Spell Merchants

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