Sigrid (RefID: 0002ECB7) |
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Home City | Kvatch | ||||
Location | Refugee Camp | ||||
Race | Nord | Gender | Female | ||
Level | 10 | Class | Alchemist | ||
RefID | 0002ECB7 | BaseID | 0002D701 | ||
Services | |||||
Available | 7am-5pm, 7pm-2am every day | ||||
Merchant | |||||
Gold | 200 | Mercantile | Master (100) | ||
Sells | Apparatus (Novice Mortar & Pestle only), Potions | ||||
Buys |
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Other Information | |||||
Health | 78 | Magicka | 155 | ||
Responsibility | 100 | Aggression | 5 | ||
Faction(s) | Kvatch citizens; Guild for Mages (Evoker ) |
Sigrid, a Nord alchemist, is an Evoker of the Mages Guild and the former alchemy vendor of the Kvatch Guild Hall. She is its only survivor and can be found in the refugee camp outside the ruined city.
Still distraught from her loss, she is finding it hard to get back to her normal routine and lives a very uncomplicated lifestyle. After waking up early at 7am she will spend the next eight hours aimlessly wandering around the encampment and will skip lunch. Between 5pm and 7pm, she will sit down in front of the campfire and consume her dinner in the company of the other refugees. After wandering around from 7pm until 2am, she sleepily crawls into her bedroll, her only remaining property, in the make-shift tent southeast of the bonfire.
She has a Mercantile skill of 100 and only 200 gold, which makes her a particularly bad deal for bartering. She will buy ingredients, potions and alchemical apparatus from you while only selling the latter two. She will offer her services at all times except when eating or sleeping.
She wears a mix of upper and middle-class attire consisting of a blue velvet outfit and a pair of quilted shoes. Her only other possession is a leveled amount of gold. She doesn't wield any weapons, relying instead on a set of leveled set of alchemist spells (always strongest for Sigrid's skill level).
When you approach her in the refugee camp, she will tell you: "You picked a bad time to visit Kvatch." When you ask her to go into details she will tell you this: "Go look for yourself. The town is gone. And most of its people. The Daedra came out of the gate in the middle of the night. People who fought, died. People who ran... they at least had a chance." After you have closed the Kvatch gate, she will be more optimistic: "Thanks. Kvatch is safer for all of us, now you've [sic] closed the gate."