Oblivion:Kinther
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Kinther (RefID: ) |
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Added by | Knights of the Nine | ||
Home City | Cheydinhal | ||
Location | The Great Chapel of Arkay | ||
Race | Redguard | Gender | Male |
Level | 17 | Class | Healer |
RefID | BaseID | ||
Services | |||
Available | 12pm-8pm every day | ||
Training | Restoration, Advanced | ||
Merchant | |||
Gold | 15 | Mercantile | Apprentice (41) |
Spells | |||
Other Information | |||
Health | 89 | Magicka | 86 |
Respons. | 50 | Aggress. | 5 |
Faction(s) | Cheydinhal Citizens; Nine Divines (Initiate) |
Kinther is a Redguard healer added as a replacement for Ohtesse by the Knights of the Nine official plug-in. His services are nearly identical to those for Ohtesse. In particular, he offers advanced training in Restoration and sells spells at the Chapel of Arkay in Cheydinhal.
Kinther wears a set of middle class clothing: a quilted doublet, light brown linens, and a pair of quilted shoes. He carries the keys to the chapel and undercroft along with a moderate amount of gold. Kinther doesn't wield any weapons, choosing instead to rely on spells from the Conjuration, Illusion, Mysticism, and Restoration schools of magic; the same spells that you can buy from him.
From 10am to 12pm and 4pm to 8pm every day he can always be found in the chapel worshipping and will provide training services. It is also possible to get training from him between 12pm and 4pm, but he is likely to be in the sanctuary or undercroft during those times periods and therefore difficult to access.
One critical difference between Kinther and Ohtesse is that Kinther will not provide you with the reference necessary to start Restoration Master Training with Oleta. As with all master trainers, Oleta will not even talk to you about training until you have a reference from one of the skill's advanced trainers. However, Kinther is not scripted to provide that reference. Therefore, once you have completed The Sword of the Crusader quest, restoration master training becomes completely inaccessible.
Spells
He sells the following spells:
Spell Name | Level | Cost | Effects |
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Conjuration | |||
Repulse Undead | Apprentice | 29 | Turn Undead up to level 7 for 30sec on Target |
Illusion | |||
Serenity | Novice | 13 | Calm up to level 2 for 10sec on Target |
Mysticism | |||
Major Life Detection | Apprentice | 30 | Detect Life in 60ft for 20sec on Self |
Restoration | |||
Minor Respite | Novice | 6 | Restore Fatigue 15pts on Self |
Convalescence | Apprentice | 48 | Restore Health 15pts on Target |
Cure Paralysis | Apprentice | 50 | Cure Paralysis on Touch |
Cure Poison | Apprentice | 60 | Cure Poison on Self |
Fortify Intelligence* | Apprentice | 42 | Fortify Intelligence 5pts for 90sec on Self |
Major Respite | Apprentice | 54 | Restore Fatigue 80pts on Self |
Restore Intelligence* | Apprentice | 29 | Restore Intelligence 5pts on Self |
Cure Disease | Journeyman | 140 | Cure Disease on Self |
Greater Convalescence | Journeyman | 138 | Restore Health 20pts for 2sec on Target |
Greater Fortify Intelligence* | Journeyman | 102 | Fortify Intelligence 10pts for 90sec on Self |
Heal Superior Wounds | Expert | 246 | Restore Health 25pts for 4sec on Self |
Superior Convalescence | Expert | 277 | Restore Health 20pts for 4sec on Target |
* Indicates spells with effects which cannot be purchased anywhere else.
- 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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- Oblivion-NPCs
- Oblivion-Redguard
- Oblivion-Redguard-Male
- Oblivion-Male NPCs
- Oblivion-Healer
- Oblivion-Level 17 NPCs
- Oblivion-Spell Merchants
- Oblivion-Trainers
- Oblivion-Merchants-Apprentice
- Oblivion-Factions-Cheydinhal Citizens
- Oblivion-Factions-Nine Divines
- Oblivion-Factions-Nine Divines-Initiate
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- Oblivion-Unique Spell Effect Merchants
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