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Details
Quests: written by Already Written, checked by SerCenKing (CS & in-game)

Schedule: written by Already Written, checked by SerCenKing (CS & in-game)

Services: written by Already Written, checked by SerCenKing (CS & in-game)

Personal Inventory: written by mxk101 (CS), checked by Vulpa

House Contents: written by GK (N/A - lives at The Great Chapel of Arkay), checked by Vulpa (CS)

Unique Dialogue: written by Alpha Kenny Buddy (CS, N/A), checked by SerCenKing (in-game)

Rumors: written by SerCenKing (CS - none)

Faction: written by already there, checked by Vulpa (CS)

Spells: written by KickbackYak (CS), checked by Jeancey (CS)
Kinther
(RefID: xx001CF0)
Added by Knights of the Nine
Home City Cheydinhal
Location The Great Chapel of Arkay
Race Redguard Gender Male
Level 17 Class Healer
RefID xx001CF0 BaseID xx000F5F
Services
Available 6am-8am, 12pm-8pm, 10pm-12am every day, more on rainy days
When the Fighter's Stronghold download is installed, this NPC offers services at slightly different times. 6am-8am, 12pm-8pm, 10pm-12am every day, more on rainy days; 12am-6am
Training Trainer (Advanced)Restoration (Advanced) Restoration, Advanced
Merchant
Gold 15 Mercantile Apprentice (41)
Spells Conjuration SpellsIllusion SpellsMysticism SpellsRestoration Spells
Other Information
Health 89 Magicka 86
Responsibility 50 Aggression 5
Faction(s) Cheydinhal Citizens; Nine Divines 2(Initiate)
Kinther

Kinther is a Redguard healer added as a replacement for Ohtesse by the Knights of the Nine official download. His services are nearly identical to those for Ohtesse: he offers advanced training in Restoration and sells spells at the Chapel of Arkay in Cheydinhal, but crucially will not provide you with the reference necessary to start Restoration Master Training with Oleta (see Bugs).

Kinther sleeps in the Chapel Hall between midnight and 6am. After wandering around for two hours, at 8am, if the weather is clear, he takes a relaxing stroll in downtown Cheydinhal, usually near Willow Bank or on the island between the two bridges. At 12pm he returns to the Chapel, where he will offer his services until 8pm, when he enjoys a two-hour dinner. After pacing around for another two hours, he finally heads to bed. He will offer his services when not sleeping, eating or outdoors.

Kinther wears a set of middle class clothing: a quilted doublet, light brown linens, and a pair of quilted shoes. He carries the keys to the chapel and undercroft along with a moderate amount of gold. Kinther doesn't wield any weapons, choosing instead to rely on Conjuration, Illusion, Mysticism, and Restoration spells, the same ones you can buy from him. However, he is actually unable to cast his Expert-level spells and most Journeyman-level spells (see Bugs).

NotesEdit

  • Kinther is one of only two replacement NPCs, alongside Selene Duronia, whose race isn't identical to the person they're replacing.

BugsEdit

SpellsEdit

Kinther has the following spells for sale:

Spell Name Level Cost Effects
Conjuration
Repulse Undead Apprentice 29 Turn Undead up to level 7 for 30sec on Target
Illusion
Serenity Novice 13 Calm up to level 2 for 10sec on Target
Mysticism
Major Life Detection Apprentice 30 Detect Life in 60ft for 20sec on Self
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 Intelligence* Apprentice 42 Fortify Intelligence 5pts for 90sec on Self
Major Respite Apprentice 54 Restore Fatigue 80pts on Self
Restore Intelligence* Apprentice 29 Restore Intelligence 5pts on Self
Cure Disease Journeyman 140 Cure Disease on Self
Greater Convalescence Journeyman 138 Restore Health 20pts for 2sec on Target
Greater Fortify Intelligence* Journeyman 102 Fortify Intelligence 10pts for 90sec on Self
Heal Superior Wounds Expert 246 Restore Health 25pts for 4sec on Self
Superior Convalescence Expert 277 Restore Health 20pts for 4sec on Target

* 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.