The Elder Scrolls IV: Oblivion
The Elder Scrolls IV: Oblivion

Mages Guild

Advance your arcane prowess through Oblivion's Mages Guild. Gain access to magical knowledge, artifacts, and the Arcane University in Cyrodiil.

Mages Guild

For any aspiring spellcaster in Cyrodiil, joining the Mages Guild is not merely a suggestion – it's an essential journey. This venerable institution offers unparalleled access to magical knowledge, powerful artifacts, and the prestigious Arcane University, the heart of magical research and training in the Empire. Your path through the guild will test your arcane prowess, your diplomatic skills, and ultimately, your courage against the darkest forces of necromancy.

Mages Guild - The Elder Scrolls IV: Oblivion screenshot
The Arcane University, the ultimate goal for any Mages Guild member.

Initiating Your Magical Journey: Joining the Guild

To begin your ascent through the Mages Guild ranks, you must first earn a recommendation from each of the seven local guild halls scattered across Cyrodiil. This process serves as your initiation, proving your worth and dedication to the guild's principles. Once all seven recommendations are acquired, you will gain full access to the Arcane University.

Step-by-Step: Earning Recommendations

Each city's Mages Guild hall has a specific quest that must be completed to earn their recommendation. These quests vary in difficulty and nature, ranging from simple retrieval tasks to confronting dangerous creatures or solving magical conundrums. Here's a breakdown of how to obtain each recommendation:

  • Anvil:
    • Quest Giver: Caranya, at the Anvil Mages Guild.
    • Task: Caranya will ask you to retrieve a stolen staff from a local bandit named Falanu Hlaalu.
    • Location: Falanu Hlaalu's house in Anvil. You'll need to persuade her or pickpocket the staff.
    • Strategy: Persuasion is often easier than risking a bounty. If you choose to pickpocket, save beforehand.
  • Bravil:
    • Quest Giver: Kud-Ei, at the Bravil Mages Guild.
    • Task: Kud-Ei needs your help finding her friend, Henantier, who is trapped in a dream world.
    • Location: Henantier's house in Bravil. You'll use a special amulet to enter his dream.
    • Strategy: The dream world is a maze of puzzles. Bring healing potions and be prepared for some light combat against dream creatures.
  • Bruma:
    • Quest Giver: Jeanne Frasoric, at the Bruma Mages Guild.
    • Task: Jeanne requires a specific Mages Guild member, J'skar, to be found.
    • Location: J'skar is invisible and hiding within the guild hall itself.
    • Strategy: Speak to the other guild members. Volanaro will eventually reveal the spell needed to make J'skar visible.
  • Cheydinhal:
    • Quest Giver: Falcar, at the Cheydinhal Mages Guild.
    • Task: Falcar is a rather unpleasant individual who demands you retrieve a Ring of Burden from a well outside the city.
    • Location: The well just outside Cheydinhal.
    • Strategy: The Ring of Burden is extremely heavy. You'll need to drop items from your inventory to carry it, or use a Feather spell/potion. Be aware that Falcar is trying to trick you.
  • Chorrol:
    • Quest Giver: Teekeeus, at the Chorrol Mages Guild.
    • Task: Teekeeus wants you to recover a book, "Fingers of the Mountain," from a former guild member, Earana.
    • Location: Earana can be found in the Grey Mare tavern in Chorrol.
    • Strategy: You'll have a choice: retrieve the book for Teekeeus or for Earana. Choosing Earana will lead to a different outcome later, but both paths grant the recommendation.
  • Leyawiin:
    • Quest Giver: Dagail, at the Leyawiin Mages Guild.
    • Task: Dagail is troubled by a missing amulet and asks you to find it.
    • Location: The amulet was stolen by a former apprentice, Kalthar, who can be found in the Fort Blueblood ruins.
    • Strategy: Fort Blueblood is a dungeon with various undead enemies. Be prepared for combat.
  • Skingrad:
    • Quest Giver: Adrienne Berard, at the Skingrad Mages Guild.
    • Task: Adrienne needs help locating Erthor, a missing guild member who ventured into the Bleak Mine.
    • Location: Bleak Mine, located southwest of Skingrad.
    • Strategy: The mine is infested with zombies. Erthor is trapped inside and needs escorting back.

The Arcane University: Your New Home

Once all seven recommendations are in hand, return to the Arcane University and speak with Raminus Polus. He will formally induct you into the guild as an Associate and grant you full access to the University's facilities. This is a significant milestone, as it unlocks some of the most powerful tools for any aspiring mage:

  • Spellmaking Altar: Create custom spells tailored to your playstyle, combining effects and scaling magnitudes.
  • Enchanting Altar: Imbue weapons, armor, and apparel with powerful magical effects.
  • Advanced Trainers: Access to master-level trainers for all magical skills (Alteration, Conjuration, Destruction, Illusion, Mysticism, Restoration).
  • Extensive Libraries: A vast collection of spell tomes and lore books.
  • Merchant Access: Unique spell vendors and ingredient suppliers.

The Mages Guild Questline: Confronting Necromancy

With access to the Arcane University, you will embark on the main Mages Guild questline, a gripping narrative that pits the guild against a resurgent threat: necromancy. Under the leadership of Arch-Mage Hannibal Traven, you will uncover a conspiracy involving a powerful necromancer and his followers, culminating in a legendary confrontation.

Key Quests and Challenges:

The Mages Guild questline is a series of interconnected missions that will take you across Cyrodiil, delving into ancient ruins, confronting dark mages, and unraveling the mysteries of life and death. Expect to face:

  • Necromancers: These dark mages wield powerful offensive spells and can summon undead minions. Prioritize taking them down quickly.
  • Undead: Skeletons, zombies, ghosts, and liches will be common foes. Spells like Turn Undead or Sun Damage are highly effective.
  • Magical Traps: Be wary of runes, pressure plates, and other magical hazards in ancient ruins.
  • Moral Dilemmas: Some quests may present choices with ethical implications regarding the use of magic.

The King of Worms: Mannimarco

The ultimate antagonist of the Mages Guild questline is Mannimarco, the King of Worms. This legendary necromancer, a figure of immense power and malevolence, seeks to usurp the Mages Guild and spread his dark influence across Tamriel. Your final confrontation with him will be a test of all your magical abilities and strategic thinking.

  • Boss Strategy: Mannimarco is a formidable spellcaster. He utilizes powerful destructive spells, summons undead, and can absorb health.
    • Recommended Loadout: Bring plenty of healing potions (Health, Magicka, Restore Fatigue). Equip items that resist magic or absorb spells.
    • Tactics: Use ranged attacks and keep your distance. Silence spells can be incredibly effective if you can land them. Focus on dispelling his summoned creatures quickly. Consider using a strong Conjuration spell to summon your own ally to draw his attention.
    • Weaknesses: While resistant to many forms of magic, he can still be damaged by direct magical attacks and physical weapons.
  • Common Pitfalls: Don't rush into melee combat unless you are a heavily armored battlemage. His close-range spells are devastating. Running out of Magicka is a common issue, so manage your spell usage.

Rewards and Benefits of Guild Membership

Beyond the satisfaction of completing a compelling storyline, the Mages Guild offers numerous tangible rewards and lasting benefits:

Benefit/Reward Description Availability
Arcane University Access Full use of Spellmaking and Enchanting Altars, advanced trainers, and libraries. After all 7 recommendations.
Arch-Mage's Robes A unique set of robes with powerful enchantments (+Magicka, +Fortify Intelligence, +Fortify Willpower). Upon becoming Arch-Mage.
Arch-Mage's Quarters Personal living space within the Arcane University, complete with an alchemy lab, enchanting altar, and storage. Upon becoming Arch-Mage.
Staff of the Arch-Mage A powerful staff that can be custom-enchanted with three charges of any spell you know. Reward for completing "A Staff of the Arch-Mage" quest.
Spell Tomes & Training Access to a wider variety of spells and master trainers for all schools of magic. Progressive, as you rank up.
Reputation & Influence Increased standing with other mages and a general boost to your character's reputation. Throughout the questline.

Becoming the Arch-Mage is the pinnacle of a mage's career in Cyrodiil. The power, knowledge, and resources at your disposal will make you a force to be reckoned with, truly cementing your legacy as a master of the arcane arts.