Open main menu

UESPWiki β

Better Cities:Suspire

< Mod / Oblivion: Better Cities: People / Merchants / Recharging
Suspire
(RefID: xx06CAC1)
Home City Imperial City, Market District
Store Fire and Ice
Race High Elf Gender Female
Level 15 Class Alchemist
RefID xx06CAC1 BaseID xx043C81
Services
Available 8am to 8pm, every day
Other Recharging Recharging
Merchant
Gold 1200 Mercantile Expert (90)
Sells Armor, Clothing, Magic Items, Miscellaneous, Spells
Buys
Other Information
Health 173 Magicka 120
Respons. 50 Aggress. 5
Faction(s) Fire and Ice; IC Citizens
Suspire

Suspire is a High Elf alchemist who runs Fire and Ice, a magic paraphernalia shop in the Imperial City Market District, with her husband Valandrial.

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

Suspire 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, she has nothing special to say.


SpellsEdit

She sells the following spells:

Spell Name Level Cost Effects
Destruction
Damage Attribute: Endurance Novice 15 Damage Endurance 1pt on target
Damage Attribute: Intelligence Journeyman 115 Damage Intelligence 5pts on target
Damage Attribute: Strength Expert 117 Damage Strength 5 pts on target
Withering Bolt Expert 202 Damage Health 40pts on target
Entropic Touch Novice 9 Damage Health 5pts on touch
Corrode Armor Apprentice 48 Disintegrate Armor 30 pts on touch
Major Wound Apprentice 43 Drain Fatigue 15pts for 10sec on touch
Flare Novice 11 Fire Damage 6pts on target
Burning Touch Novice 14 Fire Damage 10pts on touch
Hailstone Apprentice 51 Frost Damage 20pts on target
Frost Touch Novice 45 Frost Damage 25pts on touch
Illusion
Moonlight Apprentice 47 Light in 30ft for 120sec on self
Mysticism
Major Life Detection Apprentice 30 Detect Life in 60ft for 20sec 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.