Better Cities:Shara
Shara (RefID: xx058DA4) |
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Home City | Imperial City, Waterfront Tunnel | ||||
House | Shara and Hite's Residence | ||||
Race | Breton | Gender | Female | ||
Level | 5 | Class | Alchemist | ||
RefID | xx058DA4 | BaseID | xx058DDC | ||
Services | |||||
Available | 9am to 1pm, every day | ||||
Merchant | |||||
Gold | 500 | Mercantile | Apprentice (30) | ||
Sells | Magic Items, Potions, Spells | ||||
Buys |
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Other Information | |||||
Health | 44 | Magicka | 167 | ||
Respons. | 100 | Aggress. | 5 | ||
Faction(s) | IC Citizens; Rogue Mages |
Shara is a Breton alchemist who lives in the Imperial City Waterfront Tunnel with her husband Hite Free. They were expelled from the Mages Guild and are thus not on good terms, but continue to peddle their own wares.
Shara wakes up at 6am every morning, eats breakfast, and spends an hour getting ready for the day before joining Hite in their stall. She spends the morning manning the counter; at 1pm, they switch, and she goes in the rear to make potions. At 6pm, they close up shop and go home; they eat a late dinner at 8pm and go to bed at 10pm.
She wears a tan robe and pigskin shoes, and carries a novice retort and mortar and pestle, and key to her quarters.
Hite and Shara's residence is located on the west side upper level, just south of the Public Bathing House. It is two rooms connected by an open doorway. The first, larger room is their living area; the walls are lined with shelves, barrels, and cupboards of food and clutter. A dining table and bench sits against the south wall, and another bench and chair sit in the opposite corner. The smaller room is their bedroom; it has a table against the wall near the door, several clothes cupboards, a food barrel, and a double bed.
Aside from rumors, she has nothing special to say.
Spells[edit]
She sells the following spells:
Spell Name | Level | Cost | Effects |
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Alteration | |||
Ease Burden | Apprentice | 35 | Feather 50pts for 240sec on self |
Conjuration | |||
Summon Scamp | Apprentice | 60 | Summon Scamp for 20sec on Self |
Summon Skeleton | Apprentice | 45 | Summon Skeleton for 40sec on Self |
Summon Zombie | Apprentice | 50 | Summon Zombie for 30sec on Self |
Turn Undead | Novice | 11 | Turn Undead 15pts for 30sec on target |
Destruction | |||
Spark | Novice | 22 | Shock damage 10pts on target |
Illusion | |||
Touch of Fear | Apprentice | 31 | Demoralize 15pts for 20sec on touch |
Mysticism | |||
Minor Life Detection | Novice | 15 | Detect Life in 60ft for 10 sec on self |
Minor Dispel | Novice | 22 | Dispel 25pts on self |
Greater Soul Trap | Journeyman | 135 | Soul Trap for 30sec on target |
Superior Soul Trap | Expert | 270 | Soul Trap in 10ft for 40sec on target |
Restoration | |||
Minor Respite | Novice | 6 | Restore Fatigue 15pts on self |
Heal Minor Wounds | Novice | 19 | Restore Health 10pts on self |
* Indicates spells which cannot be purchased from anyone else, though spells with the same effects at different magnitudes can be purchased elsewhere.
- 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.
- Better Cities-NPCs
- Better Cities-Breton
- Better Cities-Breton-Female
- Better Cities-Female NPCs
- Better Cities-Alchemist
- Better Cities-Level 5 NPCs
- Better Cities-Merchants
- Better Cities-Potion Merchants
- Better Cities-Magic Items Merchants
- Better Cities-Merchants-Apprentice
- Better Cities-Factions-IC Citizens
- Better Cities-Factions-Rogue Mages