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Tamriel Rebuilt:Salius Magrodius

< Mod / Morrowind: Tamriel Rebuilt: People
Salius Magrodius (TR_m1_Salius_Magrodius)
Added by Tamriel Rebuilt
Location Northern Wind
Race Imperial Gender Male
Level 18 Class Savant
Other Information
Health 124 Magicka 164
Alarm 100 Fight 30
Faction(s) Imperial Archaeological Society 4(Historian)
Salius Magrodius

Salius Magrodius is an Imperial savant and a Historian of the Imperial Archaeological Society who can be found on the deck of the Northern Wind. He is investigating a newly-discovered Dwemer ruin, Manrizache, but has run into a problem and needs the Fighters Guild to solve it.

He wears an extravagant shirt, a pair of expensive pants, a pair of extravagant shoes, an extravagant belt, and an extravagant sapphire amulet. He wields Soulburn and carries 48 gold.

Aside from his natural charm and ability to absorb fatigue from others, he knows no spells.

Related QuestsEdit

Fighters GuildEdit

  • Manrizache: Help some archaeologists on an excavation.

DialogueEdit

  • Greeting:
"An adventurer interested in archaeology -- wonders never cease! No, no, I don't mean anything by it. Welcome to Manrizache, the most exciting excavation this side of the Inner Sea."
  • Background:
"I am honored to be %Name, a %Rank of the %Faction."
  • Dwemer ruins:
"Wondrous places. Full of mystery. To be the first person to lay eyes on an undiscovered room... well, there's no feeling quite like it."
  • Manrizache:
"It's a remarkable ruin. Most of it has fallen into the sea, but our divers have reported that it's in very good condition on the inside. Unfortunately, we've struggled to investigate any of the deeper areas -- they're still patrolled by hostile automata."
  • someone in particular:
"If you're looking for the leader of this expedition, you've found him. If you're looking for the captain, he's usually in his quarters down below."

Fighters Guild: ManrizacheEdit

  • Manrizache:
"Ah, good. You must be from the Fighters Guild. We dug into a new, large chamber of the ruin, but the constructs are quite active and quite dangerous. Luckily, the flooding's trapped them, so you have time to go into the chamber and disable them. We've been calling this chamber the "Hall of Arthand". You can reach it by crawling into the factory maintainence tunnel from that dark hole near the entrance. When you're done, come back and let me know so we can continue work."
"Get down to the Hall of Arthand and disable the constructs. Should be simple, in theory."
"Took care of the constructs? Very good, %PCName. You can go back to Brandt, then. He should have your payment."
"Now work on studying the ruin can continue. Good work, %PCName."