Oblivion:Арон Верети

Материал из Tiarum
(перенаправлено с «Oblivion:Aron Verethi»)
Перейти к: навигация, поиск
Переводить Этот материал нуждается в переводе или допереводе..
Вы можете помочь перевести его. Не забывайте предварительно добавлять строку {{Edit|--~~~~}} в материалы над которыми работаете, чтобы не создавать конфликта правок.
Пожалуйста, снимите шаблон этого сообщения, когда материал будет вычитан.
Арон Верети
Добавляется дополнением Knights of the Nine
Город Leyawiin
Локация The Great Chapel of Zenithar
Раса Данмер Пол Мужской
Уровень 12 Класс Priest
RefID xx0016DC BaseID xx000F5C

Услуги
Доступно 6am-6pm, 8pm-12am every day
Торговля
Золото 15 Торговля Новичок (6)
Заклинания Шаблон:Spells Sold
Дополнительная информация
Здоровье 85 Магия 182
Respons. 50 Агрессия 5
Фракции Nine Divines; Leyawiin
Aron Verethi

Aron Verethi is a Данмер priest added as a replacement for Avrus Adas by the Knights of the Nine официальный плагин. He will only appear if Avrus Adas is dead (no matter what the cause) at the end of the quest Umaril the Unfeathered. His schedule and services are nearly identical to those for Avrus. In particular, he sells the same spells.

He wears a tan robe and a pair of braided leather sandals. He also carries a small amount of gold. Aron doesn't wield any weapons, choosing instead to rely on a set of Восстановление spells.

Spells

He sells the following spells:

Spell Name Level Cost Effects
Восстановление
Minor Respite Novice 6 Restore Fatigue 15едн. on Self
Convalescence Apprentice 48 Restore Health 15едн. on Target
Cure Paralysis Apprentice 50 Cure Paralysis on Touch
Cure Poison Apprentice 60 Cure Poison on Self
Fortify Endurance* Apprentice 42 Fortify Endurance 5едн. for 90sec on Self
Heal Major Wounds Apprentice 61 Restore Health 25едн. on Self
Restore Endurance* Apprentice 29 Restore Endurance 5едн. on Self
Cure Disease Journeyman 140 Cure Disease on Self
Greater Convalescence Journeyman 138 Restore Health 20едн. for 2sec on Target
Greater Fortify Endurance* Journeyman 102 Fortify Endurance 10едн. for 90sec on Self
Heal Greater Wounds Journeyman 92 Restore Health 20едн. for 2sec on Self
Greater Fortify Health Expert 158 Fortify Health 60едн. for 60sec on Self
Greater Fortify Magicka Expert 169 Fortify Magicka 60 едн. for 60sec on Self
Superior Convalescence Expert 277 Restore Health 20едн. for 4sec on Target

Шаблон:Unique Spells Notes

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.