Wizard's Tower

Oblivion:Aurelinwae

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Aurelinwae
(RefID: xx00124A)
Added by Wizard's Tower
Home City Imperial City, Market District
Store Mystic Emporium
Race Altmer Gender Female
Level 8 Class Enchanter
RefID xx00124A BaseID xx001246
Services
Available 8am-8pm every day
Other Recharging Recharging
Merchant
Gold 2000 Mercantile Novice (6)
Sells Ingredients, Potions, Soul Gems
upgrades for Frostcrag Spire
Buys
Spells Alteration SpellsConjuration SpellsDestruction SpellsIllusion SpellsMysticism SpellsRestoration Spells
Other Information
Health 58 Magicka 290
Responsibility 100 Aggression 5
Essential Always
Faction(s) Mystic Emporium; IC Citizens
Aurelinwae

Aurelinwae, an Altmer enchanter, is a merchant added by the Wizard's Tower official plug-in. She works in the Mystic Emporium store in the Market District of The Imperial City, along with Calindil.

You will be pointed in her direction by Frostcrag's previous owner Taris Rendil in his memoirs: "I've entrusted most of my belongings to Aurelinwae at the Mystic Emporium in the Market District of the Imperial City. There you'll find everything you need to bring Frostcrag Spire back from the dead. She may require compensation for her time and care watching these special items, but I assure you, it's well worth the coin." True enough, she will sell you four upgrades for the tower as well as the two magetallow candles needed for the altars.

She follows the daily routine of a typical Imperial City merchant, starting her day at 6am every day and heading to the ground level of the Mystic Emporium, where she will spend two hours wandering around. At 8am she will start offering her services during a long period of twelve hours. At 8pm she will head to The Merchants Inn to have dinner for two hours. After she is satisfied, she will take a long walk towards the Arboretum, traveling through the Green Emperor Way en route. After she has relaxed after a hard day of work, she will finally head back to the Mystic Emporium at 12am to sleep for six hours. The only exception to this schedule is during Light the Dragonfires, when all residents of the city are confined to their homes under martial law.

She wears a simple set of common upper-class clothing, consisting of only a black & burgundy outfit and a pair of gold trimmed shoes. She also carries a copy of the Mystic Emporium key and a small leveled amount of gold. Aurelinwae doesn't wield any weapons, choosing instead to rely on a set of higher-level spells from all the magical schools.

Aurelinwae is one of the best merchants in the game, both because she (along with Rowley Eardwulf and Nilphas Omellian) has more gold available (2000) than any merchants, and her Mercantile skill (6) is much lower than other merchants.

Related Quests[edit]

Spells[edit]

She sells the following spells:

Spell Name Level Cost Effects
Alteration
Beast of Burden Master 422 Feather 250pts for 360sec on Self
Conjuration
Bound Bow Journeyman 142 Bound Bow for 15sec on Self
Destruction
Weakness to Magicka Journeyman 69 Weakness to Magic 25% for 30sec on Target
Illusion
Heroism Apprentice 30 Rally 50pts for 45sec on Target
Calming Touch Journeyman 73 Calm up to level 7 for 20sec on Touch
Candlelight Journeyman 103 Light in 40ft for 180sec on Self
Eyes of Midnight Journeyman 66 Night-Eye for 30sec on Self
Voice of Rapture Journeyman 88 Charm 36pts for 30sec on Target
Dominate Creature Expert 265 Command Creature up to level 9 for 30sec on Target
Grasp of Terror Master 401 Demoralize up to level 20 for 30sec on Touch
Paralyze Master 475 Paralyze for 10sec on Touch
Mysticism
Superior Soul Trap Expert 270 Soul Trap in 10ft for 40sec on Target
Telekinesis Expert 257 Telekinesis 30ft for 45sec on Target
Legendary Life Detection Master 440 Detect Life in 120ft for 120sec on Self
Restoration
Greater Fortify Endurance Journeyman 102 Fortify Endurance 10pts for 90sec on Self
Greater Fortify Intelligence Journeyman 102 Fortify Intelligence 10pts for 90sec on Self
Greater Fortify Willpower Journeyman 102 Fortify Willpower 10pts for 90sec on Self

Spell Notes[edit]

  • The cost for most 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 built-in spell. However, there are a few notable exceptions, as noted in the tables. 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.
  • 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)
  • 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.

Bugs[edit]