Oblivion:Volanaro

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Volanaro (RefID: 00026162)
Home City Bruma
Location Bruma Mages Guild
Race Altmer Gender Male
Level 15 Class Nightblade
RefID 00026162 BaseID 0002D01F
Services
Available 9am-6pm, 8pm-1am every day
Other Recharging Recharging
Merchant
Gold 15 Mercantile Novice (6)
Spells Alteration Spells Conjuration Spells Destruction Spells Illusion Spells Mysticism Spells Restoration Spells
Other Information
Health 106 Magicka 158
Respons. 50 Aggress. 5
Essential Until Bruma Recommendation is complete
Faction(s) Bruma Citizens; Mages Guild (EvokerEvoker Evoker)
Volanaro in the Bruma Mages Guild Hall

Volanaro, an Altmer nightblade, is an Evoker of the Mages Guild who offers Recharging services and sells spells at the Bruma Guild Hall. Similarly to Borissean, Volanaro sells a wide range of spells from every magical school, although few of his are master level. This makes him an ideal spell-vendor for mage type-characters without access to the Arcane University. Along with J'skar, he enjoys playing pranks on Jeanne Frasoric, the local guild head. Their latest is making J'skar invisible and having him hide around the guild building. In the Bruma Recommendation quest, you'll strike a bargain with Volanaro to make J'skar appear again.

He seems to have little to accomplish in life apart from his pranks, since he spends most of his days wandering. He sleeps from 1am until 9am, and eats his only meal of the day from 6pm to 8pm. He spends the rest of his days walking around with no particular destination in mind, although there is a 50% chance that he'll mix up potions with his Mortar & Pestle from 8pm until 1am. Though his strolls may occasionally lead him out of the Bruma Mages Guild Basement, he never travels far. The only change to this schedule is during the related quest: until J'skar is visible he will travel to a basement room at 10pm, staying there until midnight, to dispel his friend in front of you. Like most of the Bruma chapter, he is killed when the hall is attacked by Necromancers during the A Plot Revealed quest.

When you approach him for the first time, he will reveal both his specialties and his sense of humor: "Volanaro, at your service. Need a spell? Need an item recharged? Need a witty practical joke played on someone? I can handle it all." He doesn't like Bruma too much. You'll hear why when selecting the Bruma topic: "It's a little too rugged up here for me. Add a couple hairs to a Nord and you've got a Bear." As he himself plays pranks regularly, together with J'skar, he finds it a pity Selena Orania doesn't participate, although he will comment on her diligence in Alchemy: "It's a shame Selena doesn't join in our fun, but she takes her role as an Alchemist very seriously. If you need supplies, she's the one to see."

He has 15 gold and a Mercantile skill of 6, which means you can drive a hard bargain with him whilst buying his spells. Before the Recommendation quest, he will be available when not eating or sleeping. During the quest he won't offer his services whilst on his four hour trip to the basement. Make sure to buy any spells that you want before he dies, particularly the Summmon Dremora Lord spell which cannot be found anywhere else in the game.

He wears upper-class attire consisting of a green brocade doublet, green silk garment and a pair of green velvet shoes. He also carries his Mortar & Pestle, a Mages Guild Key and a sizable amount of gold. He doesn't carry any weapons, relying instead on a series of medium-level spells from all of the magical schools; these are also the same spells that he will sell you.

[edit] Related Quests

[edit] Notes

  • In case you didn't buy the Summon Dremora Lord spell before Volanaro died you have two methods to acquire it:
    • The only "normal" way to get it is via the Spell Tomes plugin, where it will appear in random loot as a tome.
    • Image:Compb22.gif Otherwise, you can use the Console and type player.addspell 0003C413.
  • An Altmer Nightblade called Volanaro also exists in Morrowind as one of the guards of the Glass mine Dunirai Caverns, in Vvardenfell.

[edit] Spells

He sells the following spells:

Spell Name Level Cost Effects
Alteration
Heat Shell Apprentice 54 Fire Shield 10% for 30sec on Self
Open Average Lock Journeyman 72 Open Average Lock on Target
Conjuration
Summon Skeleton Apprentice 45 Summon Skeleton for 40sec on Self
Bound Sword Expert 352 Bound Sword for 15sec on Self
Summon Dremora Lord* Master 549 Summon Dremora Lord for 35sec on Self
Destruction
Curse of Weakness Novice 14 Damage Fatigue 15pts on Touch
Flare Novice 11 Fire Damage 6pts on Target
Snowball Novice 21 Frost Damage 10pts on Target
Spark Novice 22 Shock Damage 10pts on Target
Frost Touch Apprentice 45 Frost Damage 25pts on Touch
Heat Blast Expert 258 Fire Damage 70pts on Target
Illusion
Heroic Touch Apprentice 26 Rally 50pts for 60sec on Touch
Enthralling Presence Journeyman 105 Charm 24pts in 20ft for 20sec on Target
Mysticism
Remote Manipulation Apprentice 28 Telekinesis 10ft for 20sec on Target
Greater Dispel Other Journeyman 101 Dispel 60pts on Target
Superior Life Detection Expert 220 Detect Life in 120ft for 60sec on Self
Restoration
Consume Health Journeyman 74 Absorb Health 20pts on Touch
Greater Fortify Speed Journeyman 102 Fortify Speed 10pts for 90sec on Self

* 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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