Oblivion:Volanaro

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Volanaro (RefID: 00026162)
Home City Bruma
Location Mages Guild
Race Altmer Gender Male
Level 15 Class Nightblade
RefID 00026162 BaseID 0002D01F
Services
Available 9am-6pm, 8pm-1am every day
Other Recharging Recharging
Merchant
Gold 15 Mercantile Novice (6)
Spells Alteration Spells Conjuration Spells Destruction Spells Illusion Spells Mysticism Spells Restoration Spells
Other Information
Health 106 Magicka 158
Respons. 50 Aggress. 5
Essential Until A Plot Revealed (Scripted Death)
Faction(s) Bruma Citizens; Mages Guild (EvokerEvoker Evoker)
Volanaro in the Bruma Mages' Guild
Volanaro in the Bruma Mages' Guild

Volanaro is a male Altmer Nightblade who recharges enchanted items and sells spells in Bruma's Mages Guild. Like Borissean at the Arcane University, Volanaro sells spells in every school, although few of his are master level, which makes him ideal for mage type-characters without access to the University.

Volanaro is one of the victims of the Necromancer attack on the Bruma Guild hall during the A Plot Revealed quest. If you want any of his spells, you will have to get them before that. Of particular note is the Summon Dremora Lord spell, which cannot be found anywhere else. Unfortunately, because it is a Master-level spell, you will not be able to cast it until you've maxed out your Conjuration skill, and if you've done that, it is likely that you're already past that quest in the Mages Guild. Because of this, it's best to buy it early and wait until you can cast it. The only "normal" way to get this spell after Volanaro dies is via the Spell Tomes plugin, though it will appear only as a random drop.

[edit] Related Quests

[edit] Notes

  • If you did not manage to buy the Summon Dremora Lord spell before the Necromancer attack, you can use the Console (player.addspell 0003C413).
  • A character called Volanaro also exists in Morrowind as one of the guards of the Glass mine Dunirai Caverns, Vvardenfell.

[edit] Spells

He sells the following spells:

Spell Name Level Cost Effects
Alteration
Heat Shell Apprentice 54 Fire Shield 10% for 30sec on Self
Open Average Lock Journeyman 72 Open Average Lock on Target
Conjuration
Summon Skeleton Apprentice 45 Summon Skeleton for 40sec on Self
Bound Sword Expert 352 Bound Sword for 15sec on Self
Summon Dremora Lord* Master 549 Summon Dremora Lord for 35sec on Self
Destruction
Curse of Weakness Novice 14 Damage Fatigue 15pts on Touch
Flare Novice 11 Fire Damage 6pts on Target
Snowball Novice 21 Frost Damage 10pts on Target
Spark Novice 22 Shock Damage 10pts on Target
Frost Touch Apprentice 45 Frost Damage 25pts on Touch
Heat Blast Expert 258 Fire Damage 70pts on Target
Illusion
Heroic Touch Apprentice 26 Rally 50pts for 60sec on Touch
Enthralling Presence Journeyman 105 Charm 24pts in 20ft for 20sec on Target
Mysticism
Remote Manipulation Apprentice 28 Telekinesis 10pts for 20sec on Target
Greater Dispel Other Journeyman 101 Dispel 60pts on Target
Superior Life Detection Expert 220 Detect Life in 120ft for 60sec on Self
Restoration
Consume Health Journeyman 74 Absorb Health 20pts on Touch
Greater Fortify Speed Journeyman 102 Fortify Speed 10pts for 90sec on Self

* 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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