Better Cities:Valandrial

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Valandrial
(RefID: xx06CAC0)
Home City Imperial City, Market District
Store Fire and Ice
Race High Elf Gender Male
Level 15 Class Enchanter
RefID xx06CAC0 BaseID xx043C82
Services
Available 8am to 8pm, every day
Merchant
Gold 800 Mercantile Apprentice (40)
Sells Magic Items, Spells, Weapons
Buys
  • Magic Items Magic Items
Other Information
Health 173 Magicka 120
Respons. 50 Aggress. 5
Faction(s) Fire and Ice; IC Citizens
Valandrial

Valandrial is a High Elf enchanter who runs Fire and Ice, a magic paraphernalia shop in the Imperial City Market District, with his wife Suspire.

He has a basic routine: he wakes up at 4am every morning, eats breakfast, and spends a couple hours working on enchanting items. At 8am, he goes down to open the shop; he remains on duty until 8pm, when he closes up, goes back upstairs to eat dinner, and then goes to bed at 10pm.

valandrial wears random middle-class robes and pigskin shoes, and carries a moderate amount of gold and a key to the shop.

Suspire and Valandrial live in an apartment above the shop. A hallway connects three rooms. The first one is a dining room with a dining table and seating for four, a tall bookcase with some books, a couple silver urns, and some alcohol. A counter and two food barrels sit around the corner. The middle room is their bedroom; it has a double bed, three chests of drawers (two for clothing and one for clutter), an armoire, a chest for valuables, and a jewelry chest. The last room is a workspace; counters cluttered with alchemical equipment and ingredients line two walls, and three barrels nearby hold more ingredients. A pair of desks in an L-shape form another area for writing spells and scrolls; several completed scrolls can be found here, including Water Breathing, Summon Zombie, Heat Burst (x3), and Drain Skill: Block. A counter at the far end of the room is used for enchanting staves; a barrel nearby holds several "blank" staves, and a plate on the counter has three greater soul gems.

Aside from rumors, he has nothing special to say.


Spells[edit]

He sells the following spells:

Spell Name Level Cost Effects
Alteration
Torchlight Expert 183 Light in 50ft for 240 sec on self
Open Easy Lock Apprentice 29 Open Easy Lock on Target
Guard Journeyman 104 Shield 30% for 30sec on self
Aegis Master 403 Shield 50% for 60sec on self
Illusion
Heroism Apprentice 30 Rally 50pts for 45sec on target
Mysticism
Legendary Spell Reflection Master 538 Reflect Spell 25% for 25 sec on self
Soul Trap Apprentice 60 Soul Trap for 20sec on touch
Superior Spell Absorption Expert 347 Spell Absorption 20pts for 25sec on Self
Restoration
Major Respite Apprentice 54 Restore Fatigue 80pts on self
Heal Minor Wounds Novice 19 Restore Health 10pts on self
Heal Greater Wounds Journeyman 92 Restore Health 20pts for 2sec on self
Heal Superior Wounds Expert 246 Restore Health 25pts for 4sec on self
Heal Legendary Wounds Master 466 Restore Health 30pts for 6sec on self

* Indicates spells which cannot be purchased from anyone else, though spells with the same effects at different magnitudes can be purchased elsewhere.

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.