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Piromir
HomeĀ Settlement College of Aldmeri Propriety
Race High Elf Gender Male
Health 39,959
Reaction Friendly
Piromir

Piromir is a High Elf member of the Veiled Heritance group that infiltrated the College of Aldmeri Propriety. He is too busy to talk to you.

Related QuestsEdit

Quest-Related EventsEdit

During the related quest, he is first found holding a lecture to some Bosmer students:

Piromir: "Repeat the pledge again, class."
Borchon and Doneth: "We swear fealty to the Dominion. We renounce the Green Pact."
Piromir: "I can't hear you. Louder!"
Borchon and Doneth: "We protect the Dominion from her enemies. We give our lives in her defense. And we recognize the Altmer as our betters."
Piromir
Location Saltspray Cave
Race High Elf Gender Male
Health 31,364
Reaction Hostile Class Foot Soldier
Other Information
Faction(s) Veiled Heritance

As the quest progresses, you will witness him and Malangwe taking Ilara to Saltspray Cave.

Piromir: "Get up, Ilara. You are going to the Cave."
Ilara: "The Cave? Why? She didn't do anything! Don't put Ilara in there!"
Malangwe: "Special order from Tanion. Maybe this'll keep your shortie friend from getting out of line.
Malangwe: "Baham might make it out of here. You're just dead weight, cat."

Later, he is found in the cave along with Malangwe, where both of them are now hostile.

Malangwe: "Hope he's done with her soon. This place gives me the creeps."
Piromir: "Yah. Bats are as bloodthirsty as the shorties. The spiders about as pretty as a cat."

Skills and AbilitiesEdit

Quick Strike
A basic melee attack that does minor physical damage.
Heavy Attack
A heavy melee attack that does moderate physical damage. It can be blocked to set the enemy off balance.
Throw Dagger
The enemy backs away from the player and throws a dagger at the player. This attack Causes snare and bleed if it connects. This attack can be interrupted to set the enemy off balance. The dagger can be blocked to prevent the snare and bleed and reduce the damage done.
Ignite
A combo move that is only performed if Archers, Fire Mages or other fire using enemies (Flame Atronachs, Scamps etc.) are around. The enemy throws a glob of tar under the player's feet as indicated by a red circle. While this does no damage, standing in it will snare the player. The Soldier will call for the other enemy to light the tar (usually accompanied by a voice clip) and the red circle will burn, doing moderate flame damage over time to enemies within the red circle.