Oblivion:Alberic Litte

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Alberic Litte (RefID: 000234DC)
Home City Chorrol
Location Chorrol Mages Guild
Race Breton Gender Male
Level 20 Class Mage
RefID 000234DC BaseID 000222B8
Services
Available 7am-11am, 1pm-6pm, 9pm-12am every day
Training Conjuration (Advanced)Conjuration (Advanced) Conjuration, Advanced
Merchant
Gold 20 Mercantile Novice (7)
Spells Alteration Spells Conjuration Spells Destruction Spells Illusion Spells Mysticism Spells Restoration Spells
Other Information
Health 105 Magicka 170
Respons. 80 Aggress. 5
Faction(s) Mages Guild (AssociateAssociate Associate); Chorrol Citizen; Litte Family
Alberic Litte reads in the Chorrol Guild Hall

Alberic Litte, a Breton mage, is an Associate of the Mages Guild who offers advanced Conjuration training and sells spells at the Chorrol Guild Hall.

After waking up at 7am, he spends one hour in the guild basement before starting his daily activities. Between 8am and 6pm he will be found reading a book from the guild library, although he will break off at 11am to spend two hours with his wife Carmen in their house. At 6pm he eats a three-hour dinner with his fellow guild members on the second floor of the Guild building. He will spend the last three hours of his day wandering around the basement before going to bed at midnight.

He wears very peculiar mix of lower and upper-class garments: the cheap but rare green robe and the costly green velvet shoes. He also carries his house key, a Mages Guild key, his book, and a sizable amount of gold.

He doesn't wield any weapons, relying instead on a set of low-level spells from all of the magical schools. These are also the same spells that you can buy from him cheaply since his Mercantile is a mere 7. He will be available for both his spell-selling and training services when not eating, sleeping or taking his trip home.

Unlike most guild members, he owns a house in town; specifically in West Chorrol, across the street from Casta Scribonia's house and the Chapel of Stendarr and next to Jirolin Doran's house. It doesn't contain anything of particular notice apart from the usual arrangement of clutter, middle and lower-class cutlery, books, food and drinks. Other than his house, he also owns the bed in the north-eastern room in the Living Quarters.

When you first approach him, he will greet you by saying: "I am Alberic Litte of the Mages Guild. I am pleased to make your acquaintance." And he will point you towards Athragar for spells: "If you're skilled enough, Athragar has a rather powerful frost spell for sale. Very effective, but dangerous to the inexperienced."

As an advanced trainer, Alberic can provide you with the necessary reference for the Conjuration Master Training quest. Once your conjuration skill level reaches 70, speak to him, and choose the "training" option, which will trigger the quest and this dialogue: "I’ve heard that there’s a powerful conjurer off in the woods someplace, worshipping Molag Bal. Olyn Seran, I think his name was. I personally wouldn’t go looking for him myself, but you might keep it in mind if you ever run across him."

[edit] Related Quests

[edit] Spells

He sells the following spells:

Spell Name Level Cost Effects
Alteration
Defend Apprentice 43 Shield 15% for 30sec on Self
Ease Burden Apprentice 35 Feather 50pts for 240sec on Self
Open Easy Lock Apprentice 29 Open Easy Lock on Target
Conjuration
Bound Boots** Novice 24 Bound Boots for 20sec on Self
Bound Dagger Novice 21 Bound Dagger for 15sec on Self
Bound Gauntlets** Novice 16 Bound Gauntlets for 20sec on Self
Bound Helmet Novice 24 Bound Helmet for 20sec on Self
Turn Undead Novice 11 Turn Undead up to level 3 for 30sec on Target
Bound Greaves** Apprentice 54 Bound Greaves for 45sec on Self
Bound War Axe** Apprentice 58 Bound Axe for 15sec on Self
Repulse Undead Apprentice 29 Turn Undead up to level 7 for 30sec on Target
Summon Ghost Apprentice 55 Summon Ghost for 25sec on Self
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
Destruction
Flash Bolt Apprentice 52 Fire Damage 20pts on Target
Illusion
Command Creature* Apprentice 38 Command Creature up to level 2 for 30sec on Target
Command Humanoid* Apprentice 48 Command Humanoid up to level 2 for 30sec on Target
Commanding Touch* Apprentice 43 Command Creature up to level 3 for 30sec on Touch
Mysticism
Major Life Detection Apprentice 30 Detect Life in 60ft for 20sec on Self
Remote Manipulation Apprentice 28 Telekinesis 10ft for 20sec on Target
Soul Trap Apprentice 60 Soul Trap for 20sec on Touch
Restoration
Heal Major Wounds Apprentice 61 Restore Health 25pts on Self

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

[edit] 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.
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