Oblivion:Selene Duronia

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Selene Duronia
(RefID: )
Added by Knights of the Nine
Home City Anvil
Location Chapel of Dibella
Race Imperial Gender Female
Level 4 Class Priest
RefID BaseID
Services
Available 6am-8am, 12pm-4pm, 10pm-12am every day
Merchant
Gold 200 Mercantile Novice (10)
Sells Nothing
Buys
Spells Conjuration SpellsRestoration Spells
Other Information
Health 57 Magicka 97
Respons. 50 Aggress. 5
Faction(s) Nine Divines 0K(Pilgrim Pilgrim); Anvil Citizen
Selene Duronia in the Chapel of Dibella in Anvil

Selene Duronia is an Imperial priestess who is added by the Knights of the Nine official plug-in. She sells spells at the Chapel of Dibella in Anvil. She is a replacement for Trevaia, who is killed when you first install the plugin. She will only appear after you have completed all of the Knights of the Nine quests.

Selene Duronia has exactly the same spells available as Trevaia, but her schedule makes it much easier to purchase the spells from Selene. You simply have to talk to her during one of the time periods when she offers services (see the table section "Services" to the right side of this page). Note that like Trevaia she will buy potions but not sell them, because neither have a hidden merchant container.

Selene wears a blue & green outfit and a pair of doeskin shoes. She carries the Anvil chapel key and a moderate amount of gold. Selene doesn't wield any weapons, choosing instead to rely on a series of spells from the Conjuration and Restoration schools of magic. These are also the same spells which you can buy cheaply off her, as her Mercantile is a mere 10.

Spells

She sells the following spells:

Spell Name Level Cost Effects
Conjuration
Turn Undead Novice 11 Turn Undead up to level 3 for 30sec on Target
Repulse Undead Apprentice 29 Turn Undead up to level 7 for 30sec on Target
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 Luck* Apprentice 42 Fortify Luck 5pts for 90sec on Self
Fortify Personality** Apprentice 42 Fortify Personality 5pts for 90sec on Self
Heal Major Wounds Apprentice 61 Restore Health 25pts on Self
Restore Luck** Apprentice 29 Restore Luck 5pts on Self
Restore Personality** Apprentice 29 Restore Personality 5pts on Self
Consume Health Journeyman 74 Absorb Health 20pts on Touch
Cure Disease Journeyman 140 Cure Disease on Self
Greater Convalescence Journeyman 138 Restore Health 20pts for 2sec on Target
Greater Fortify Luck Journeyman 102 Fortify Luck 10pts for 90sec on Self
Greater Fortify Personality** Journeyman 102 Fortify Personality 10pts for 90sec on Self
Heal Greater Wounds Journeyman 92 Restore Health 20pts for 2sec on Self
Superior Convalescence Expert 277 Restore Health 20pts for 4sec on Target

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

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.