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Alves Uvenim

Alves Uvenim, a Dunmer alchemist, is Journeyman of the Mages Guild who sells
alchemical supplies and spells at the Leyawiin Guild Hall. During the Whom Gods
Annoy quest, she will tell you what to do to get rid of the Staff of the
Everscamp.
She has a very laid-back lifestyle: she sleeps from midnight until 7am in her
room in the ground floor of the guild building. For the next three hours, she
will wander around the ground floor before starting to mix up potions with her
mortar & pestle. She will stop at 4pm, when she will select an alchemical book
and read it for four hours seated by the desk in the eastern wing of the ground
floor. Between 8pm and 10pm she will eat dinner in the ground floor dining room
with her fellow guild members. She will then spend the last two hours of her day
wandering around sleepily.
She has 800 gold and a Mercantile skill of 40. She will buy ingredients, potions,
alchemical apparatus, and miscellaneous items from you. She will offer both her
spell merchant and her bartering services at all times except when eating,
sleeping, or when wandering in the evening.
She wears middle-class attire consisting of a blue & green outfit and a pair of
quilted shoes. She also carries her mortar & pestle, an empty grand soul gem, and
a leveled amount of gold. She doesn't wield any weapons, relying instead on a set
of lower-level spells from all of the magical schools but Illusion.
The first time you meet, she greets you by saying: "Alves Uvenim, Journeyman of
the Guild. Welcome to Leyawiin. I don't believe we've been introduced." If you
are not yet a member of the Mages Guild, she will encourage you to join as soon
as possible: "The guild offers magical supplies to the citizens of Tamriel, but
has far greater benefits for its members. Talk to Dagail if you'd like to join."
When asked about the city of Leyawiin she will have the following observations on
the internal problems of the guildhall: "The Leyawiin chapter is just drifting
along. Dagail isn't much of a mentor or leader. She isn't even coherent most of
the time." If you ask her about a recommendation, she will point you to Dagail:
"You'll have to speak to Dagail about that." When asked about the Guild itself,
she will direct you all the way to Druja in Skingrad: "Druja has a wide variety
of spells for sale, if there's something you need. Most of them are simple, but
they're a good starting point." During the Recommendation quest, when asked about
Agata, she'll respond: "Agata is the first person I go to when I need something.
Maybe I should talk to Dagail instead, but I just don't feel comfortable doing
that." Then, when asked about Dagail, she'll say: "She was a very powerful mage
once, from what I understand. Hard to imagine that, honestly." When asked about
the Seer's Stone, she will hint at Kalthar with the words: "All I heard was that
it was important to Dagail, and it was missing. Kalthar didn't tell me anything
more than that."
The only rumors about Alves come from her friend, Rosentia Gallenus, as she tried
to engage your help with her problem. She tells you that "I need you to get over
to the Mages Guild and talk to a good friend of mine, Alves Uvenim. She's the
only one in town that I trust.", that "Alves is a practiced researcher... she's
sure to have some good information for you." and that "Alves should be able to
help rid me of this staff. We play cards at the Three Sisters often and are old
friends. Seek her advice!"
Rosentia is right about Alves being a practiced researcher; when you approach
her, she will immediately say: "Poor Rosentia, she's been trapped in her house
for days." When you ask her how she guessed your errand she will say: "Frankly,
the smell gave you away. You must have stepped in... well, let's just say
something that isn't pleasant. Just be sure and keep this quiet. If the other
mages even knew that I was involved with Rosentia's new guests... I could get
kicked out of the guild!" When you ask her about the Staff of the Everscamp she
will tell you about her research: "Doing a bit of digging, I'm afraid Rosentia's
been stuck with the Staff of the Everscamp. Nasty bit of 'fun' by Sheogorath, I'd
say. The only way she can be rid of it is if someone willingly accepts it. It
can't be discarded in any other manner. No one would buy that thing once it's
activated like it's been. The only chance is to return it to its original resting
place, Darkfathom Cave. Inside the cave, there's rumored to be a shrine to
Sheogorath. That's where the staff can finally be dropped and the scamps should
remain behind. I also learned that the staff makes the owner move much slower
than normal. I suppose it's another way the creator upped the annoyance factor.
Please, bring Rosentia this information at once. And if you can, help her. I
think she's about to crack under the pressure, poor thing." After marking the
location of Darkfathom Cave to your map she will add: "Oh, yes. Don't bother
trying to kill one of them. As soon as you do, another will take its place. It's
endless. Quite the curse, eh? Sheogorath certainly has a sick sense of humor." If
you pay her a visit accompanied by the scamps, she will tell you a bit more: "The
Everscamp is unique. Not quite as powerful as a regular scamp, it can barely use
magic and is more of an annoyance than a threat." She will finish the
conversation with: "Please, get those things out of here." If you return to speak
with her after having relieved Rosentia of the staff she will sarcastically
comment: "You've returned. And with the little ones in tow. Lovely."
She also knows the location of Nocturnal's Shrine. Once you have read Modern
Heretics or spoken with Ulene Hlervu about "Cheydinhal", a new "Daedra shrines"
conversation topic will appear. When you speak to Alves about this, she will mark
the shrine on your map with the words: "You mean the shrine to Nocturnal? That's
north of Leyawiin, east of the Lower Niben."

Related Quests
Whom Gods Annoy: Rosentia Gallenus has been plagued by a foul-smelling odor and
some unusual house guests.

Notes
Alves is one of the few alchemists who will not point you towards Sinderion when
you show her a sample of nirnroot.

Spells
She 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
Summon Scamp Apprentice 60 Summon Scamp for 20sec on Self

Destruction

Flash Bolt Apprentice 52 Fire Damage 20pts on Target

Mysticism

Minor Dispel* Novice 22 Dispel 25pts on Self

Minor Life Detection Novice 15 Detect Life in 60ft for 10sec on Self

Dispel Other* Apprentice 41 Dispel 30pts on Target

Major Dispel Apprentice 47 Dispel 45pts on Self

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, 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.

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