Morrowind stolen records from the Mages Guild. Passage of the Guild of Mages - Complete walkthrough Morrowind - Morrowind - Articles catalog - The site is dedicated to fans of Elder scrolls games. Main parameters for Guild members

Morrowind / Walkthrough

~ Mages Guild ~

The Mages Guild is an organization whose influence extends to all the provinces of Tamriel. It is ruled by five archmages. The main task of the Guild is the study and application of magic. All of the most popular potions and magical items were created by members of the Mages Guild. All this can always be bought at the Guild office for a reasonable price. Also, the Guild can always offer a wide variety of spells and components for creating potions. In addition, those whose knowledge of magic has reached a high level can be offered the services of creating their own spells.

You should not consider the Mages Guild to be an ordinary store. Those deemed worthy to join the Guild are granted access to the guild's libraries and laboratories. Not immediately, of course, but over time. However, if you join the Guild and embark on risky experiments, you must be aware of the danger that your actions may pose. After all, everything you do is the responsibility of the Guild.

The Mages Guild is a professional organization recognized by the Emperor whose mission is to promote the study of the arcane arts. Guild members receive significant discounts on goods, services and training, Guild branch managers will always find work for them. If you think that magic is your calling, then your path lies in the Mages Guild.

In Morrowind, chapters of the Mages Guild can be found in Balmora, Aldrun, Wolverine Hall in Sadrith Sea, and Vivec in the Outlander Quarter.

At the Magic Guild great importance have Alchemy, Mysticism, Illusion, Alteration, Destruction and Enchantment skills. As for the characteristics of the character, the greatest importance is given to Intelligence and Willpower. The Mages Guild does not have close ties to the other guilds in Morrowind, only slightly highlighting the Imperial Cult and differing hostility to the Great House Telvanni.

There is no doubt that the Mages Guild is one of the most powerful Guilds in Tamriel.

Main parameters for Guild members

Intellect
Willpower

Essential Skills for Guild Members

Alchemy
Mysticism
Illusions
Changes
Destruction
Enchant

A career in the Guild of Mages involves the possession of the above skills. The degree of their development determines the rank that you can be assigned. If the Guild does not want to promote you with enough completed tasks, check if the values ​​of these skills correspond to the requirements for the next rank. If not, well, practice...

Promotion in the Mages Guild

Rank Performance Requirements Skill Requirements Additional requirements
Apprentice
Associate Intelligence 30
Willpower 30
One skill equals 10
Apprentice (Journesman) Intelligence 30
Willpower 30
One skill equals 20
Caller (Evoker) Intelligence 30
Willpower 30
One skill is 30, the other two are 5
Conjurer Intelligence 30
Willpower 30
One skill is 40, the other two are 10 Pay a fee of 200 drakes
Magician Intelligence 31
Willpower 31
One skill is 50, the other two are 15
Warlock (Warlock) Intelligence 32
Willpower 32
One skill is 60, the other two are 20
Wizard Intelligence 33
Willpower 33
One skill is 70, the other two are 25 Possession of the Mage's Staff
Master Wizard Intelligence 34
Willpower 34
One skill is 80, the other two are 30
Archmage (Arch-Mage) Intelligence 35
Willpower 35
One skill is 90, the other two are 35 The position is given by Trebonius or you need to defeat him in the Arena

Tasks and their implementation

Tasks are sorted by Guild branches where they can be obtained. To receive each subsequent quest, you must complete all previous tasks of this quest giver. If other conditions must be met in order to receive the assignment, this is negotiated separately in each case.

Balmora, Ajira

1. Bring 4 specimens of mushrooms: glowing russula, purple coprinus, bangler bane and hyphae facia. You can collect them in the location indicated by Azhira (in the Bitter Coast region near Hla-Oud, at the mouth of the Odai River). However, the necessary mushrooms grow in any swampy area, and you can stock up on them in the course of other regular tasks. And, finally, in order to suffer for a short time and not wipe your boots in vain, you can simply visit a local alchemist.
Luminous russula and purple coprinus usually grow at the foot of trees. Bangler bein and hyphia facia are very similar in appearance and look quite similar to the tinder fungi we are used to, therefore, you need to look for them on tree trunks or stumps.

Quest conditions: -

Reward: 4 Cheap Potion Restore of Health.

Mouth of the Odai River

2. Disrupt Galbedir's experiments by planting a fake soul gem in her desk drawer instead of the real one. Azira will give it to you. Please note that the stone must be left exactly In the box table. By the way, during this quest, Galbedir, who was originally located on the top floor of the Mages Guild, will be distracted. Do not miss the moment and take advantage of the situation! On her" dressing table"a decent collection of charged soul stones (by the way, the only one in the entire game!). If you plan to make a career with Telvanni and want to advance to the highest ranks as soon as possible, I strongly recommend saving the Great Soul Stone with the soul of the winged dusk. It will come in handy in building the foundation of the fortress .

Quest conditions: -

Reward: -

3. And again herbariums... This time Azhira needs 4 types of flowers: golden canet, stone petals, willow anther and heather. All this stuff grows in the Ascadian Islands, and the coast of Lake Amaya, where you will be directed in search of Azhira, is just one of the possible places where you can pick grass. Again, especially lazy ones can just fork out... Just don't forget that in Morrowind the wolf's legs are fed, especially when it comes to experience.

Quest conditions: -

Reward: 6 Cheap Potion Restore of Magicka.

Lake Amaya

4. The next task - well, completely from the category of "running errands." Ajira needs a ceramic bowl. After receiving money from her for expenses, go shopping. To the left of the building in which the Guild is located, there is a shop of the Khajiit merchant Ra "Virr. Ceramics in an assortment ...

Quest conditions: -

Reward: the remainder of 10 drakes.

5. While you were shopping, Galbedir stole Azira's reports and hid them somewhere in the Guild building. Khadzhitka again needs your help. You'll find reports of Vvanderfell Mushrooms if you turn right behind the Mages Guild Supply Chest, but don't go up the stairs to Galbedir's room, but take a good look behind the baskets in the corner. The second report is in the bedroom, on the lower level, under the closet. Just carefully inspect all the cracks there.

Quest conditions: -

Reward: Exclusive Potion of Fire Shield, Exclusive Potion of Frost Shield and Lightning Shield, Exclusive Potion of Spell Adsorbtion.

6. Ajira heard that the Assu Cave, which is located in the Molag Amur region, currently houses the legendary Staff of Magnus. You can get to Assu from Molag-Amur, following the signs to Mount Kand. The cave is located a little further north along the path from the entrance to Mount Kand. Kill the mage in the large water room (requires levitation) and take the staff to Azira. She will not take it, she will just look and give it to you.

Quest conditions:

Reward: Staff of Magnus: two-handed blunt weapon; slash 5-15, cut 1-10, pierce 5-15; durability 4000; cost 210000 drakes; spell absorption 25-50 for 60 sec, health recovery 1 point for 60 sec ).

Assu cave

7. Now Azira sends you in search of the Warlock's Ring. According to rumors, the ring belongs to Vendameya Dretan, who lives in the Ashirbadon cave on one of the islets east of Bal Fell. The best way to get there is from Vivec. Kill all the inhabitants of the cave and bring the ring to Azira.

Quest conditions: Warlock rank.

Reward: Ring of the Warlock (Reflection 10-20 for 30 sec on self, speed increase 10-20 for 30 sec on self; cost - 22000 drakes).

Ashirbadon

Balmora, Ranis Atris

1. You need to convince the Telvanni mage Llarar Bereloth to join the Mages Guild. The mage lives in Sulipund, a Velothi stronghold in the Molag-Amur region. It is not difficult to convince him with a developed eloquence skill or with a thick wallet. As soon as his attitude towards your character reaches 80, the old rogue will agree with any of your arguments. It is more difficult to get to Sulipund. For those who don't like to read the Journal: before reaching Moonmoth Fort, turn onto the road leading to Molag Mar, cross the bridge over the Mameia foyada, and follow the road east until you reach the Dunmer fortress of Marandus (which you will not confuse for any with what, even if you have never seen the Dunmer fortresses before - imagine a huge Egyptian pyramid with a truncated top). Here at the crossroads turn north and go all the way to Sulipund. Velothi buildings have characteristic rounded roofs, so you should easily recognize Sulipund.

Quest conditions:

Reward: if you managed to join the magician to the Guild, you get 4 bottles of Quality Restore of Magicka; in case of murder, you get 2 such bottles.

2. One of the Guild's sorceresses, Manwe of Punabi Cave, hasn't paid in years. membership fee and owed as much as 2,000 drakes. You can just pay money, Ranis Atris doesn't care, in general... Or you can combine this task with the previous one, especially since they are given together. Not without reason. Punabi is located north of Marandus, short of Sulipund, to the right of the trail. You will find the notorious Manwe near the entrance. Improve her attitude towards you over 80, and Manwe will happily part with a large sum.
Tip: If you're doing this quest as a low-level character, it's best to stay away from Manwe in Punabi if you don't want to get to know the Daedra prematurely.

Quest conditions: Journeyman rank.

Reward: half the amount brought (1000 drakes).

Punabi

3. The Argonian One-Who-Stands-There from the Southwall Inn is teaching magic without permission. Ranis Atris demands to put an end to this disgrace. Talk to him. The Argonian will offer to teach you the Restoration skill in exchange for your silence (at a significant discount, of course). Then you can either take radical measures against him, or agree and report to the employer that the matter is in the bag (she is trusting, she doesn’t need more ...)

Quest conditions: -

Reward: if you left the Argonian alive, you now have a high-level Recovery skill trainer. If you chose to kill him, Ranis will reward you with 4 Scrolls of Elemental Burst: Fire.

Tavern "South Wall"

4. Altmer Itermel, a scientist, stopped at the Eight Plates Inn. Ranis asks to be escorted to Pelagiad. However, not everything is so clean in the native Guild. Ranis Atris is not at all concerned about the scientist's life, but about his notes, which he does not seem to want to part with. We need to get these notes at any cost. It is emphasized - at any cost. You can take a gullible elf out of town and kill him far from prying eyes, since the elves are fighters, like a ballerina from Schwarzenegger. By the way, the type perfectly owns the levitation spell, be prepared for this. But if you nevertheless act on honor and deliver the magician to his destination, and even show a keen interest in the subject of his research, as a thank you for accompanying him, he himself will reward you with a copy of his manuscript.

Quest conditions: -

Reward: no, but if you kill a scientist (if there is a penalty), Ranis will clear all charges against you.

5. Ranis Atris reports that a certain Tashpi Ashibael lives in Maar Gan, who has tarnished the reputation of the Guild with necromancy. You should destroy it. Go to Maar Gan and talk to Tashpi. The sorceress will be very surprised that someone accuses her of such low deeds, and she will ask you to report to Ranis that you got rid of her safely. Trust her or not - your business. Again, the head of the Balmora Guild will not question the veracity of your words. Why the extra blood?

Quest conditions: -

Reward: 2 Scrolls of Elemental Burst: Fire and 2 Scrolls of the Fourth Barrier.

6. According to anonymous reports, a Telvanni spy is operating successfully in the Guild. Ranis instructs you to interview members of the Guild in Ald "Rune, Sadrith-More and Vivek in order to find out who this spy could be. Advisor Tiram Gadar has recently appeared in Vivec. At your request, Archmage Trebonius can provide Gadar's letter of recommendation, but it is visible from a mile away - this is an obvious fake ... Bring the letter to Ranis Atris, she takes on further proceedings.

Quest conditions: -

Reward: 2 Scrolls of Summon Golden Saint, Daedric dagger Soul Drinker: one-handed short blade; slash 8-12, cut 8-12, pierce 8-12; durability 700; "Conclusion" for 60 sec on impact).

Ald "Run, Edwinna Elbert

1. The sorceress is seriously interested in studying the lost culture of the Dwemer and asks you to get her a copy of the Chronicles of Nchuleft. The book can be purchased from bookstores throughout Vvardenfell or stolen...

Quest conditions: -

Reward: money that will remain from the 250 coins given out by Edwinna before completing the task.

2. Use the services of a Guild Guide and travel to Sadrith Mora, Wolverine Hall. Edwinna asks you to speak with the Guildmaster there, the Argonian Skink-In-the-Shadow-Tree, and bring her the Potion of Detect Creatures that the Skink should have given her long ago. You can easily get the bottle, return with it to Edwinna.

Quest conditions: -

Reward: Exclusive Potion of Shadow.

3. Edwinna needs the Chimervamidium book. A copy of this rare book is held by Sirilonwe at the Mages Guild, Vivec. Sirilonwe's room to the left of the guide. The room has an unlocked door leading to a tiny storage room. Come in, close the door behind you and train your security skill to your heart's content by picking locks on chests. In one of them you will find the book you need. Take her, but don't speak to Sirilonwe.
In a few days, Edwinna will examine the book and ask to return it to its owner. You can simply put it back in the chest, you can now talk to Sirilonwe and present the book to her as another copy (for which your character will also be rewarded). Do not under any circumstances say that you stole it from Sirilonwe's closet!

Quest conditions: -

Reward: remaining from the Scrolls of Ondusi's Unhinging issued for the quest, Amulet of Almsivi Intervention (Amulet of Almsivi Intervention, "Almsivi's Intervention" on himself), Amulet of Divine Intervention (Amulet of Divine Intervention, "Divine Intervention" on himself) .

4. Something inexplicable is happening at Hulin's hut in Maar Gan. Edwinna asks you to sort things out on the spot. Hulin Hut - outside the city, it can be found by walking around the city wall from the side of the port of the silt striders in the direction of the Temple. Inside the house, you will find a scamp that you don't need to stand on ceremony with. A frightened student of Hulin, Listin Birleg, will inform you that he inadvertently summoned a creature and could not cope with it. As a result, Khulin is dead, the house is turned upside down ... Return with a report to Edwinna, having spanked the scoundrel well.

Quest conditions: -

Reward: 2 Scrolls of the Fifth Barrier.

5. Edwinna needs a Dwemer pipe. It is authentically known that there is one such in the ruins of Angtung-Nchurdumtsa, west of Ald-Veloti. You can get there along the coast from Huul, you can take the road to Ald Velothi from Gnisis. Despite the external monumentality of the fortress, inside it turns out to be ridiculously small. A remark not entirely on topic: next to the fortress you will meet an unfortunate dancer who dropped her ring into the pond ... Don't be lazy, complete this quest. Get a unique Amulet of Shadows (80% Chameleon for 60 seconds), one of the best items of its kind that I've seen in the game.
However, if you are reluctant to go so far for an ordinary Dwemer pipe, you can look somewhere closer.

Quest conditions: -

Reward: -

6. Guild member Anes Vendu, who represents the scientific community at the Nchuleftingth excavations, has not sent in his reports for the past month and remains silent. Edwinna asks to go there and find out what's wrong. Nchuleftingth can be reached from Suran or Molag Mar. It's easier to see the road on the map than to describe it in words, so I won't do it here. Inside the Dwemer fortress, you will meet the head of the expedition, Senilias Cadiusus, and his daughter. Senilias will share with you his fears about the disappearance of the scientist, Anes Vendu. It was as if shortly before he went missing, he was saying something about a secret passage to the lower levels. Exploring the interior, you will come across a hall cluttered with strange Dwemer mechanisms. Each car has a moving lever against the wall. The one farthest from the entrance opens a passage in the opposite wall leading to the lower floor. You don’t need to pull the rest if you don’t want to spend several months of your young life in a burn center. Below you will find the body of Anes Wendu, on it is the desired "Excavation Report" and the book "Hanging Gardens", which in no case can be sold (this is one of the key books in the storyline about the disappearance of the Dwemer). Report to Senilias, and then report back to Edwinna.

Quest conditions: -

Reward: -

7. Edwinna asks you to bring her the blueprints for a Dwarven Scarab from the Dwemer Stronghold of Mchuleft (near Dagon Fel). From the village, follow the road south. The same drawings can be taken, for example, in the Free Tower located right there, nearby, or, with a sufficient margin of impudence, stolen from the Dwemer Arion Museum in one of the towers of Tel Vos. Among other things, in Mchuleft we find the book "Egg of Time", which is necessary for completing the task of the disappearance of the dwarves.

Quest conditions: -

Reward: -

8. While further mining the Egg Mine in Gnisis, the miners stumbled upon the buried ruins of the legendary Bethumets, a lost Dwemer stronghold. Edwinna sends you to carefully explore Betumets and bring back all the drawings that you can find from there. And there are diagrams of a Dwemer airship there. The second useful thing that you will have after completing this task is the book "Metaphysics of the Dwemer", another necessary thing to find out the reasons for the disappearance of the dwarves.

Quest conditions: -

Reward: -

9. If you meet the Guild's requirements for an archmage, Edwinna sends you to Vivec to meet with the current head of the Guild, Archmage Trebonius. In this case, he challenges you to a duel in the Arena, and if you win, you become the only archmage in Vvanderfell and the head of the Mages Guild.

Quest conditions: Int >= 35, Wil >= 35, one of the main skills for the Guild >= 90, two others of your choice >= 35, Master Wizard rank.

Reward: rank of archmage, title of head of the Guild of Mages, Trebonius Staff, Necromancer's Amulet.

Sadrith-Mora, Skink-In-the-Shadow-Tree

1.. The Argonian wants you to escort Researcher Tanieminwe to Talsa Arethi's Elven Navigator. Sadrith Mora is a Telvanni city, and they really don't like it when all sorts of unidentified individuals roam the streets. Naturally, upon arrival in the city, the elf did not bother to properly complete the paperwork and obtain a temporary residence permit and a Guest Certificate. Therefore, it is advisable not to contact the guards along the way (just in case, even if you are Telvanni or have required documents). Just take the scientist from the Guild to the port...

Quest conditions: -

Reward: -

2. The magician longs to get acquainted with the book forbidden by the Temple - the second volume of "Vampires of Vvanderfell". The book is said to contain legends about alleged cases of healing from vampirism. Your task is to find and deliver one copy to the Skink. There are plenty of them in the game. Start with the bookshops in Vivec (e.g. Jobasha's Rare Books), just keep in mind that before a Khajiit talks to you about forbidden literature, you have to make a good impression on him. The book can be stolen from the library of the Hall of Wisdom, there are quite a few of them in the Secret Library under the Court Offices, other copies are found in Vasa (north of Valenvarion), Odirniran (west of the temple of Azura), Mavia (southeast of Molag-Mar), Galom Deus and the library of Kagrenac beyond the Phantom Reach.

Quest conditions: -

Reward: 1000 drakes minus the cost of the book (if you buy it).

3. Now the Skink wants to talk to the Ashlander shaman (a kind of exchange of experience). It is necessary to find a shaman who will agree to temporarily leave her duties in relation to the tribe and will come to the negotiations at Wolverine Hall. Wise women Erabenimsun, Zainab and Urshilaki will immediately reject your proposal, citing extreme employment. You will hear something similar to a positive answer from the shaman of the Ahhemuza tribe, Sinnammu Merpal. She agrees to send her apprentice Minabibi to meet the Skink, only there is a small but... For misconduct, Minabibi was sent to the Favel Ancestral Tomb with an assignment to calm the ghost of Kanita Ashurnisammis. Go there. From Ahhemuz's camp, the easiest way to reach the tomb is to follow the coast west to the mountain range that separates Gravesland from Ashland. At the foot is the entrance to the tomb. Along the way, you may stumble upon a camp of Ashlander outcasts, who are quite aggressive. If you kill them all, no one will be particularly offended. In the tomb, talk to Munabibi and clear the entire crypt of the undead. After that, tell about your success to the student and return to the camp of Ahhemuz. Sinnammu will ask which of you killed the ghost. Answer honestly. The shaman confesses that she never believed that such a mediocre student would be able to do this alone, and without regret she will send her to Wolverine Hall. Go and then turn in the quest. Don't forget to talk to Minabibi, who arrived at Wolverine Hall (she is now standing near the Skink). From her you will receive the Ring of the Ancestors.

Quest conditions: -

Reward: ring of the Ancestors (summon the Spirit of the Ancestors).

The next task is related to promotion tasks. It is given by all heads of Guild departments when you approach them at the appropriate time for a promotion to the Wizard. It was Skink for me, but Ranis Atris, Edwinna, and Trebonius will give the task with the same success.

4. If at this point you are ripe for the rank of Wizard, the Skink will inform you that the Wizard's Staff is a necessary attribute of any master of magic. You can buy it right there, for only 5000 drakes, or you can get it in a fair fight. There were always wizards who were expelled from the Guild for some misdeed. One of these sorceresses, overly carried away by the dark art, now lives in the cave of Suda, in the Shigorad region. The staff can be removed from her body. We get to the cave from Dagon Fel, following the roads west to the coast (not to be confused with the bay, which will have to be crossed along the way!). There are a lot of goodies in the cave and even more Daedra, especially the Hungry Ones divorced there.

Quest conditions: Int >= 33, Wil >= 33, one of the main skills for the Guild >= 70, the other two of your choice >= 25.

Reward: Staff of the Mage obtained by you + the rank of the Wizard.

5. It looks like half of the Mages Guild is seriously addicted to necromancy... This time you have to go to Shal Cave, located north of HlaOud, and help say goodbye to the life of a certain Telura Ulver, a necromancer. From Hla-Oud we move to the north-west, we move to an island with Daedric ruins, we go around them and behind the swamp we see the doors to the cave. Dealing with an apostate is easy.

Quest conditions: Wizard rank.

Reward: -

6. For experiments, Skink needs the soul of an ashen ghoul. The Argonian is drawn to all kinds of vampires, even if they are not real, even if they are generated by the magic of Dagoth Ur ... The magician gives you 2 Great Stones of Souls and a landmark: Yakim Cave, the residence of the Sixth House closest to Sadrit-More. The easiest way to get there is from Tel Arun, following from the city to the northwest, while you will pass through one island and find yourself on the coast. The entrance to the cave is almost at the water's edge, near a grove of palm trees.
The same result, you understand, can be achieved in any place where ash ghouls are found, whether it be the Phantom Reach, Telasero, Ilunibi, or one of the many caves occupied by the Sixth House.

Quest conditions: Wizard rank or higher in the Mages Guild.

Reward: all that remains of the Scrolls of Fphyggis's Gem-Feeder and Great Soul Stones issued for the quest.

7. Skink's last task leads to certain thoughts... He needs the "Notes of Galur Ritari", the Eternal Guardian, who became a vampire and then managed to be healed. The book details the method of treatment. The trouble is that the book exists in the form of a small number of copies, and only a select few have seen it in the eyes due to the taboo imposed by the Temple. The mere suggestion that vampirism might be just a disease, not a lifelong curse, and be treated like a common cold, would encourage thousands of adventurers to embark on adventures. Therefore, one should be very careful "to ask about notes from the owners of shops selling rare books." Is the hint clear? We go to Jobashi in Vivec, we learn from him that the "Notes" are in the Secret Library of the Hall of Justice, a secret room, always carefully guarded. In the premises of the Judicial Offices and in the office of the Watch on the floor there are locked hatches with traps. Hack (preferably under the Chameleon), enter the library room and take the book you are looking for from the shelf. By the way, there are several volumes of "Vivek's Sermons" that are not found anywhere else in the game (raise the appropriate skills), as well as quite interesting manuscripts (also marked "Top Secret") about what really happened that day at the foot of the Red Mountain...
Other in-game copies of the book can be found at the Galom Deus Observatory and Kagrenac's Library beyond the Phantom Reach.

Quest conditions: -

Reward: skink amulet.

8. This is not even a task, but rather a guide to promotion. If you meet the requirements for archmage, Skink will hand you a letter and offer to deliver it to Vivec, the current head of the Guild, Trebonius Artorius. After reading the message, Trebonius is forced to appoint you as an archmage. Thus, there are now two Archmages in Vvardenfell... and two Guildmasters.

Quest conditions: Int >= 35, Wil >= 35, one of the main skills for the guild >= 90, two others of his own choice >= 35, Master Wizard rank.

Reward: the rank of archmage and the position of head of the Guild of Mages.

Vivec, Archmage Trebonius

1. The first task that Trebonius agrees to give you is more of a "go there, I don't know where... just get off" type of assignment. You need to solve the mystery of the disappearance of the gnomes. You are not given any hints as to where to start. And how would he know something, battle mage Trebonius? The archmage directs you to Edwinna Elbert, and by completing her tasks, you become the owner of the Hanging Gardens, Dwemer Metaphysics and the Egg of Time. In addition to Edwinna, there is another scientist living in Vvanderfell who is interested in this problem. Baladas Damnevanni, Telvanni wizard from Arvs Drelen (Gnisis). He can help you decipher the dwarven writings.
Although it would be more appropriate to refer to the original source. In the corprusarium, the last surviving Dwemer lives on full board. He will be able to find out what happened to his people using only two of the above books. It is understandable, the dwarf does not need to be translated into the language of the Altmer ...

Quest conditions: -

Reward: -

2. It makes sense to complete the second task of Trebonius only after the completion of the main storyline, as some key characters will be killed. The meaning of the quest is simple: Trebonius has these Telvanni in his liver, claiming equal rights with the Guild in learning and using magic. Therefore, he orders the elimination of all members of the Telvanni Council. There are only six of them, unless, of course, you hold a high position in House Telvanni; in this case, I don’t even know what to do - not to commit suicide?
1) Arion - Tel Vos (Upper Chamber);
2) Drata - Tel Mora tower (Upper Tower);
3) Terana - tower of Tel Branora (Upper Tower);
4) Neloth - Tel-Naga tower in Sadrit-More (Upper Tower);
5) Baladas - Arvs-Drelen in Gnisis;
6) Gothren - Tel Arun tower (Upper Tower).

Quest conditions: completed quest about the disappearance of the gnomes.

Reward: Trebonius Staff (Trebonius Staff: two-handed blunt weapon; weight 16.0; durability 900; cost 10,000 drakes; slash 2-16, cut 3-16, pierce 1-10; vulnerability to fire 5 feet long target 7-15 on 6 sec, Weakness to Shock 5' 7-15 RR for 6 sec, Fire Strike 5' 7-15 RR, Lightning 5' 7-15 RR) and Necromancer's Amulet (permanent effect; resistance normal weapons 25%, increase intelligence by 25, restore health 1p, spell absorption 25p).

Non-obvious task (Balmora)

Behind Sharn Gra-Muzgob in the Balmora Guild of Mages, there are 2 chests on the shelf. Open the right one and steal the book "Legions of the Dead" from there. With the help of this book, you can blackmail an orc for forbidden experiments in the field of necromancy. For your silence, you will receive an Ancestral Ghost and Skeletal Minion summoning ring.

Main parameters for Guild members

Intellect
Willpower

Essential Skills for Guild Members

Alchemy
Mysticism
Illusions
Changes
Destruction
Enchant

A career in the Guild of Mages involves the possession of the above skills. The degree of their development determines the rank that you can be assigned. If the Guild does not want to promote you with enough completed tasks, check if the values ​​of these skills correspond to the requirements for the next rank. If not, well, practice...

Promotion in the Mages Guild
Rank Attribute Requirements Skill Requirements Additional Requirements
Apprentice
Associate Intelligence 30
Willpower 30 One skill equals 10
Journesman Intelligence 30
Willpower 30 One skill equals 20
Evoker Intelligence 30
Willpower 30 One skill is 30, the other two are 5
Conjurer Intelligence 30
Willpower 30 One skill is equal to 40, the other two are equal to 10 Pay a fee of 200 drakes
Mage (Magician) Intelligence 31
Willpower 31 One skill is 50, the other two are 15
Warlock (Warlock) Intelligence 32
Willpower 32 One skill is 60, the other two are 20
Wizard (Wizard) Intelligence 33
Willpower 33 One skill is 70, the other two are 25 Mage's Staff Wielding
Master Wizard Intelligence 34
Willpower 34 One skill is 80, the other two are 30
Archmage (Arch-Mage) Intelligence 35
Willpower 35 One skill is equal to 90, the other two are equal to 35 The position is given by Trebonius or you need to defeat him in the Arena

Tasks and their implementation
Tasks are sorted by Guild branches where they can be obtained. To receive each subsequent quest, you must complete all previous tasks of this quest giver. If other conditions must be met in order to receive the assignment, this is negotiated separately in each case.

Balmora, Ajira

1. Bring 4 specimens of mushrooms: glowing russula, purple coprinus, bangler bane and hyphae facia. You can collect them in the location indicated by Azhira (in the Bitter Coast region near Hla-Oud, at the mouth of the Odai River). However, the necessary mushrooms grow in any swampy area, and you can stock up on them in the course of other regular tasks. And, finally, in order to suffer for a short time and not wipe your boots in vain, you can simply visit a local alchemist.
Luminous russula and purple coprinus usually grow at the foot of trees. Bangler bein and hyphia facia are very similar in appearance and look quite similar to the tinder fungi we are used to, therefore, you need to look for them on tree trunks or stumps.

Quest Conditions:-

Reward: 4 Cheap Potion Restore of Health.

Mouth of the Odai River

2. Disrupt Galbedir's experiments by planting a fake soul gem instead of the real one in her desk drawer. Azira will give it to you. Please note that the stone must be left in the table drawer. By the way, during this quest, Galbedir, who was originally located on the top floor of the Mages Guild, will be distracted. Do not miss the moment and take advantage of the situation! On her "vanity table" is a decent collection of charged soul gems (by the way, the only one in the entire game!). If you are planning a career with the Telvanni and want to advance to the highest ranks as soon as possible, I strongly recommend that you keep the Great Soul Gem with the soul of the winged twilight. It will be useful in the construction of the foundation of the fortress.

Quest Conditions:-

Reward: -

3. Herbariums again... This time, Azhira needs 4 types of flowers: golden canet, Kamenevka petals, willow anther and heather. All this stuff grows in the Ascadian Islands, and the coast of Lake Amaya, where you will be directed in search of Azhira, is just one of the possible places where you can pick grass. Again, especially lazy ones can just fork out... Just don't forget that in Morrowind the wolf's legs are fed, especially when it comes to experience.

Quest Conditions:-

Reward: 6 Cheap Potion Restore of Magicka.

Lake Amaya

4. The next task - well, completely from the "running errand" category. Ajira needs a ceramic bowl. After receiving money from her for expenses, go shopping. To the left of the building in which the Guild is located, there is a shop of the Khajiit merchant Ra "Virr. Ceramics in an assortment ...

Quest Conditions:-

Reward: the remainder of 10 drakes.

5. While you were shopping, Galbedir stole Azira's reports and hid them somewhere in the Guild building. Khadzhitka again needs your help. You'll find reports of Vvanderfell Mushrooms if you turn right behind the Mages Guild Supply Chest, but don't go up the stairs to Galbedir's room, but take a good look behind the baskets in the corner. The second report is in the bedroom, on the lower level, under the closet. Just carefully inspect all the cracks there.

Quest Conditions:-

Reward: Exclusive Potion of Fire Shield, Exclusive Potion of Frost Shield and Lightning Shield, Exclusive Potion of Spell Adsorbtion.

6. Ajira heard that the Assu Cave, which is located in the Molag Amur region, currently houses the legendary Staff of Magnus. You can get to Assu from Molag-Amur, following the signs to Mount Kand. The cave is located a little further north along the path from the entrance to Mount Kand. Kill the mage in the large water room (requires levitation) and take the staff to Azira. She will not take it, she will just look and give it to you.

Reward: Staff of Magnus: two-handed blunt weapon; slash 5-15, cut 1-10, pierce 5-15; durability 4000; cost 210000 drakes; spell absorption 25-50 for 60 sec, health recovery 1 point per 60 sec).

Assu cave

7. Now Azira sends you in search of the Ring of the Warlock. According to rumors, the ring belongs to Vendameya Dretan, who lives in the Ashirbadon cave on one of the islets east of Bal Fell. The best way to get there is from Vivec. Kill all the inhabitants of the cave and bring the ring to Azira.

Conditions for obtaining the quest: the rank of the Warlock (Warlock).

Reward: Ring of the Warlock (Reflection 10-20 for 30 seconds on self, speed increase 10-20 for 30 seconds on self; cost - 22000 drakes).

Ashirbadon

Balmora, Ranis Atris

1. You need to convince the Telvanni mage Llarar Bereloth to join the guild of magicians. The mage lives in Sulipund, a Velothi stronghold in the Molag-Amur region. It is not difficult to convince him with a developed eloquence skill or with a thick wallet. As soon as his attitude towards your character reaches 80, the old rogue will agree with any of your arguments. It is more difficult to get to Sulipund. For those who don't like to read the Journal: before reaching Moonmoth Fort, turn onto the road leading to Molag Mar, cross the bridge over the Mameia foyada, and follow the road east until you reach the Dunmer fortress of Marandus (which you will not confuse for any with which, even if you have never seen Dunmer fortresses before - imagine a huge Egyptian pyramid with a truncated top). Here at the crossroads turn north and go all the way to Sulipund. Velothi buildings have characteristic rounded roofs, so you should easily recognize Sulipund.

Reward: if you managed to join the magician to the Guild, you get 4 bottles of Quality Restore of Magicka; in case of murder, you get 2 such bottles.

Sulipund

2. One of the sorceresses of the Guild, Manwe from Punabi Cave, has not paid her dues for several years and owes as much as 2000 drakes. You can just pay money, Ranis Atris doesn't care, in general... Or you can combine this task with the previous one, especially since they are given together. Not without reason. Punabi is located north of Marandus, short of Sulipund, to the right of the trail. You will find the notorious Manwe near the entrance. Improve her attitude towards you over 80, and Manwe will happily part with a large sum.
Tip: If you're doing this quest as a low-level character, it's best to stay away from Manwe in Punabi if you don't want to get to know the Daedra prematurely.

Conditions for obtaining the quest: Journeyman rank.

Reward: half the amount brought (1000 drakes).

Punabi

3. The Argonian One-Who-Stands-There from the South Wall Inn teaches magic without permission. Ranis Atris demands to put an end to this disgrace. Talk to him. The Argonian will offer to teach you the Restoration skill in exchange for your silence (at a significant discount, of course). Then you can either take radical measures against him, or agree and report to the employer that the matter is in the bag (she is trusting, she doesn’t need more ...)

Quest Conditions:-

Reward: If you left the Argonian alive, you have a high-level Recovery skill trainer. If you chose to kill him, Ranis will reward you with 4 Scrolls of Elemental Burst: Fire.

Tavern "South Wall"

4. Altmer Itermel, a scientist, stopped at the Eight Plates Inn. Ranis asks to be escorted to Pelagiad. However, not everything is so clean in the native Guild. Ranis Atris is not at all concerned about the scientist's life, but about his notes, which he does not seem to want to part with. We need to get these notes at any cost. It is emphasized - at any cost. You can take a gullible elf out of town and kill him far from prying eyes, since the elves are fighters, like a ballerina from Schwarzenegger. By the way, the type perfectly owns the levitation spell, be prepared for this. But if you nevertheless act on honor and deliver the magician to his destination, and even show a keen interest in the subject of his research, as a thank you for accompanying him, he himself will reward you with a copy of his manuscript.

Quest Conditions:-

Reward: No, but if you kill a scientist (if there is a penalty), Ranis will clear all charges against you.

5. Ranis Atris reports that a certain Tashpi Ashibael lives in Maar Gan, who has tarnished the reputation of the Guild with necromancy. You should destroy it. Go to Maar Gan and talk to Tashpi. The sorceress will be very surprised that someone accuses her of such low deeds, and she will ask you to report to Ranis that you got rid of her safely. Trust her or not - your business. Again, the head of the Balmora Guild will not question the veracity of your words. Why the extra blood?

Quest Conditions:-

Reward: 2 Scrolls of Elemental Burst: Fire and 2 Scrolls of the Fourth Barrier.

6. According to anonymous reports, a Telvanni spy is successfully operating in the Guild. Ranis instructs you to interview members of the Guild in Ald "Rune, Sadrith-More and Vivek in order to find out who this spy could be. Advisor Tiram Gadar has recently appeared in Vivec. At your request, Archmage Trebonius can provide Gadar's letter of recommendation, but it is visible from a mile away - this is an obvious fake ... Bring the letter to Ranis Atris, she takes on further proceedings.

Quest Conditions:-

Reward: 2 Scrolls of Summon Golden Saint, Daedric dagger Soul Drinker: one-handed short blade; slashing 8-12, cutting 8-12, piercing 8-12; strength 700; "Conclusion" on 60 sec on impact).

Ald "Run, Edwinna Elbert

1. The sorceress is seriously interested in studying the lost culture of the Dwemer and asks you to get her a copy of the Chronicles of Nchuleft. The book can be purchased from bookstores throughout Vvardenfell or stolen...

Quest Conditions:-

Reward: money left over from the 250 coins given to Edwinna before completing the quest.

2. Use the services of a Guild Guide and go to Sadrith Mora, Wolverine Hall. Edwinna asks you to speak with the Guildmaster there, the Argonian Skink-In-the-Shadow-Tree, and bring her the Potion of Detect Creatures that the Skink should have given her long ago. You can easily get the bottle, return with it to Edwinna.

Quest Conditions:-

Reward: Exclusive Potion of Shadow.

3. Edwinna needs the Chimervamidium book. A copy of this rare book is held by Sirilonwe at the Mages Guild, Vivec. Sirilonwe's room to the left of the guide. The room has an unlocked door leading to a tiny storage room. Come in, close the door behind you and train your security skill to your heart's content by picking locks on chests. In one of them you will find the book you need. Take her, but don't speak to Sirilonwe.
In a few days, Edwinna will examine the book and ask to return it to its owner. You can simply put it back in the chest, you can now talk to Sirilonwe and present the book to her as another copy (for which your character will also be rewarded). Do not under any circumstances say that you stole it from Sirilonwe's closet!

Quest Conditions:-

Reward: the remaining from the Scrolls of Ondusi's Unhinging issued for the quest, Amulet of Almsivi Intervention (Amulet of Almsivi Intervention, "Almsivi Intervention" on himself), Amulet of Divine Intervention (Amulet of Divine Intervention, "Divine Intervention" on myself).

4. Something inexplicable is happening in the Hulin hut in Maar Gan. Edwinna asks you to sort things out on the spot. Hulin Hut - outside the city, it can be found by walking around the city wall from the side of the port of the silt striders in the direction of the Temple. Inside the house, you will find a scamp that you don't need to stand on ceremony with. A frightened student of Hulin, Listin Birleg, will inform you that he inadvertently summoned a creature and could not cope with it. As a result, Khulin is dead, the house is turned upside down ... Return with a report to Edwinna, having spanked the scoundrel well.

Quest Conditions:-

Reward: 2 Scrolls of the Fifth Barrier.

5. Edwinna needs a Dwemer pipe. It is authentically known that there is one such in the ruins of Angtung-Nchurdumtsa, west of Ald-Veloti. You can get there along the coast from Huul, you can take the road to Ald Velothi from Gnisis. Despite the external monumentality of the fortress, inside it turns out to be ridiculously small. A remark not entirely on topic: next to the fortress you will meet an unfortunate dancer who dropped her ring into the pond ... Don't be lazy, complete this quest. Get a unique Amulet of Shadows (80% Chameleon for 60 seconds), one of the best items of its kind that I've seen in the game.
However, if you are reluctant to go so far for an ordinary Dwemer pipe, you can look somewhere closer.

Quest Conditions:-

Reward: -

6. Guild member Anes Vendu, representing the scientific society at the excavations at Nchuleftingte, has not sent reports for the past month and continues to remain silent. Edwinna asks to go there and find out what's wrong. Nchuleftingth can be reached from Suran or Molag Mar. It's easier to see the road on the map than to describe it in words, so I won't do it here. Inside the Dwemer fortress, you will meet the head of the expedition, Senilias Cadiusus, and his daughter. Senilias will share with you his fears about the disappearance of the scientist, Anes Vendu. It was as if shortly before he went missing, he was saying something about a secret passage to the lower levels. Exploring the interior, you will come across a hall cluttered with strange Dwemer mechanisms. Each car has a moving lever against the wall. The one farthest from the entrance opens a passage in the opposite wall leading to the lower floor. You don’t need to pull the rest if you don’t want to spend several months of your young life in a burn center. Below you will find the body of Anes Wendu, on it is the desired "Excavation Report" and the book "Hanging Gardens", which in no case can be sold (this is one of the key books in the storyline about the disappearance of the Dwemer). Report to Senilias, and then report back to Edwinna.

Quest Conditions:-

Reward: -

7. Edwinna asks you to bring her the drawings of the Dwemer scarab from the Dwemer fortress Mchuleft (near Dagon Fel). From the village, follow the road south. The same drawings can be taken, for example, in the Free Tower located right there, nearby, or, with a sufficient margin of impudence, stolen from the Dwemer Arion Museum in one of the towers of Tel Vos. Among other things, in Mchuleft we find the book "Egg of Time", which is necessary for completing the task of the disappearance of the dwarves.

Quest Conditions:-

Reward: -

8. While further mining the Egg Mine in Gnisis, the miners came across the buried ruins of the legendary Bethumets, a lost Dwemer stronghold. Edwinna sends you to carefully explore Betumets and bring back all the drawings that you can find from there. And there are diagrams of a Dwemer airship there. The second useful thing that you will have after completing this task is the book "Metaphysics of the Dwemer", another necessary thing to find out the reasons for the disappearance of the dwarves.

Quest Conditions:-

Reward: -

9. If you meet the requirements that the Guild makes to the archmage, Edwinna sends you to Vivec to meet with the current head of the Guild, Archmage Trebonius. In this case, he challenges you to a duel in the Arena, and if you win, you become the only archmage in Vvanderfell and the head of the Mages Guild.

Conditions for obtaining the quest: Int >= 35, Wil >= 35, one of the main skills for the Guild >= 90, two others of your choice >= 35, the rank of Master Wizard.

Reward: rank of archmage, title of head of the Guild of Mages, Trebonius Staff, Necromancer's Amulet.

Sadrith-Mora, Skink-In-the-Shadow-Tree

1.. The Argonian asks you to escort Researcher Tanieminwe to Talsa Areti's ship Elven Navigator. Sadrith Mora is a Telvanni city, and they really don't like it when all sorts of unidentified individuals roam the streets. Naturally, upon arrival in the city, the elf did not bother to properly complete the paperwork and obtain a temporary residence permit and a Guest Certificate. Therefore, it is advisable not to contact the guards on the way (just in case, even if you are Telvanni or have the necessary documents on hand). Just take the scientist from the Guild to the port...

Quest Conditions:-

Reward: -

2. The magician longs to get acquainted with the book forbidden by the Temple - the second volume of "Vampires of Vvanderfell". The book is said to contain legends about alleged cases of healing from vampirism. Your task is to find and deliver one copy to the Skink. There are plenty of them in the game. Start with the bookshops in Vivec (e.g. Jobasha's Rare Books), just keep in mind that before a Khajiit talks to you about forbidden literature, you have to make a good impression on him. The book can be stolen from the library of the Hall of Wisdom, there are quite a few of them in the Secret Library under the Court Offices, other copies are found in Vasa (north of Valenvarion), Odirniran (west of the temple of Azura), Mavia (southeast of Molag-Mar), Galom Deus and the library of Kagrenac beyond the Phantom Reach.

Quest Conditions:-

Reward: 1000 drakes minus the cost of the book (if you buy it).

3. Now the Skink wants to talk to the Ashlander shaman (a kind of exchange of experience). It is necessary to find a shaman who will agree to temporarily leave her duties in relation to the tribe and will come to the negotiations at Wolverine Hall. Wise women Erabenimsun, Zainab and Urshilaki will immediately reject your proposal, citing extreme employment. You will hear something similar to a positive answer from the shaman of the Ahhemuza tribe, Sinnammu Merpal. She agrees to send her apprentice Minabibi to meet the Skink, only there is a small but... For misconduct, Minabibi was sent to the Favel Ancestral Tomb with an assignment to calm the ghost of Kanita Ashurnisammis. Go there. From Ahhemuz's camp, the easiest way to reach the tomb is to follow the coast west to the mountain range that separates Gravesland from Ashland. At the foot is the entrance to the tomb. Along the way, you may stumble upon a camp of Ashlander outcasts, who are quite aggressive. If you kill them all, no one will be particularly offended. In the tomb, talk to Munabibi and clear the entire crypt of the undead. After that, tell about your success to the student and return to the camp of Ahhemuz. Sinnammu will ask which of you killed the ghost. Answer honestly. The shaman confesses that she never believed that such a mediocre student would be able to do this alone, and without regret she will send her to Wolverine Hall. Go and then turn in the quest. Don't forget to talk to Minabibi, who arrived at Wolverine Hall (she is now standing near the Skink). From her you will receive the Ring of the Ancestors.

Quest Conditions:-

Reward: Ring of the Ancestors (Summon the Spirit of the Ancestors).

The next task is related to promotion tasks. It is given by all heads of Guild departments when you approach them at the appropriate time for a promotion to the Wizard. It was Skink for me, but Ranis Atris, Edwinna, and Trebonius will give the task with the same success.

4. If at this point you are ripe for the title of Wizard, the Skink will inform you that the Wizard's Staff is a necessary attribute of any master of magic. You can buy it right there, for only 5000 drakes, or you can get it in a fair fight. There were always wizards who were expelled from the Guild for some misdeed. One of these sorceresses, overly carried away by the dark art, now lives in the cave of Suda, in the Shigorad region. The staff can be removed from her body. We get to the cave from Dagon Fel, following the roads west to the coast (not to be confused with the bay, which will have to be crossed along the way!). There are a lot of goodies in the cave and even more Daedra, especially the Hungry Ones divorced there.

Conditions for obtaining the quest: Int >= 33, Wil >= 33, one of the main skills for the Guild >= 70, the other two of your choice >= 25.

Reward: Staff of the Mage obtained by you + the rank of the Wizard.

5. It looks like half of the Mages Guild is seriously addicted to necromancy... This time you have to go to Shal Cave, located north of HlaOud, and help say goodbye to a certain Telura Ulver, a necromancer. From Hla-Oud we move to the north-west, we move to an island with Daedric ruins, we go around them and behind the swamp we see the doors to the cave. Dealing with an apostate is easy.

Conditions for obtaining the quest: Wizard rank.

Reward: -

6. For experiments, Skink needs the soul of an ashen ghoul. The Argonian is drawn to all kinds of vampires, even if they are not real, even if they are generated by the magic of Dagoth Ur ... The magician gives you 2 Great Stones of Souls and a landmark: Yakim Cave, the residence of the Sixth House closest to Sadrit-More. The easiest way to get there is from Tel Arun, following from the city to the northwest, while you will pass through one island and find yourself on the coast. The entrance to the cave is almost at the water's edge, near a grove of palm trees.
The same result, you understand, can be achieved in any place where ash ghouls are found, whether it be the Phantom Reach, Telasero, Ilunibi, or one of the many caves occupied by the Sixth House.

Conditions for obtaining the quest: Wizard rank or higher in the Guild of Mages.

Reward: whatever remains of the Scrolls of Fphyggis's Gem-Feeder and Great Soul Stones issued for the quest.

7. Skink's last task leads to certain thoughts... He needs the "Notes of Galur Ritari", the Eternal Guardian, who became a vampire and then managed to be healed. The book details the method of treatment. The trouble is that the book exists in the form of a small number of copies, and only a select few have seen it in the eyes due to the taboo imposed by the Temple. The mere suggestion that vampirism might be just a disease, not a lifelong curse, and be treated like a common cold, would encourage thousands of adventurers to embark on adventures. Therefore, one should be very careful "to ask about notes from the owners of shops selling rare books." Is the hint clear? We go to Jobashi in Vivec, we learn from him that the "Notes" are in the Secret Library of the Hall of Justice, a secret room, always carefully guarded. In the premises of the Judicial Offices and in the office of the Watch on the floor there are locked hatches with traps. Hack (preferably under the Chameleon), enter the library room and take the book you are looking for from the shelf. By the way, there are several volumes of "Vivek's Sermons" that are not found anywhere else in the game (raise the appropriate skills), as well as quite interesting manuscripts (also marked "Top Secret") about what really happened that day at the foot of the Red Mountain...
Other in-game copies of the book can be found at the Galom Deus Observatory and Kagrenac's Library beyond the Phantom Reach.

Quest Conditions:-

Reward: Skink amulet.

8. This is not even a task, but rather a guide to promotion. If you meet the requirements for archmage, Skink will hand you a letter and offer to deliver it to Vivec, the current head of the Guild, Trebonius Artorius. After reading the message, Trebonius is forced to appoint you as an archmage. Thus, there are now two Archmages in Vvardenfell... and two Guildmasters.

Conditions for obtaining the quest: Int >= 35, Wil >= 35, one of the main skills for the guild >= 90, the other two of your choice >= 35, the rank of Master Wizard.

Reward: the rank of archmage and the position of head of the Guild of Mages.

Vivec, Archmage Trebonius

1. The first task that Trebonius agrees to give you is more of a "go there, I don't know where...just get off" type of assignment. You need to solve the mystery of the disappearance of the gnomes. You are not given any hints as to where to start. And how would he know something, battle mage Trebonius? The archmage directs you to Edwinna Elbert, and by completing her tasks, you become the owner of the Hanging Gardens, Dwemer Metaphysics and the Egg of Time. In addition to Edwinna, there is another scientist living in Vvanderfell who is interested in this problem. Baladas Damnevanni, Telvanni wizard from Arvs Drelen (Gnisis). He can help you decipher the dwarven writings.
Although it would be more appropriate to refer to the original source. In the corprusarium, the last surviving Dwemer lives on full board. He will be able to find out what happened to his people using only two of the above books. It is understandable, the dwarf does not need to be translated into the language of the Altmer ...

Quest Conditions:-

Reward: -

2. The second task of Trebonius makes sense to complete only after the completion of the main storyline, since some key characters will be killed. The meaning of the quest is simple: Trebonius has these Telvanni in his liver, claiming equal rights with the Guild in learning and using magic. Therefore, he orders the elimination of all members of the Telvanni Council. There are only six of them, unless, of course, you hold a high position in House Telvanni; in this case, I don’t even know what to do - not to commit suicide?
1) Arion - Tel Vos (Upper Chamber);
2) Drata - Tel Mora tower (Upper Tower);
3) Terana - tower of Tel Branora (Upper Tower);
4) Neloth - Tel-Naga tower in Sadrit-More (Upper Tower);
5) Baladas - Arvs-Drelen in Gnisis;
6) Gothren - Tel Arun tower (Upper Tower).

Conditions for obtaining the quest: completed quest about the disappearance of the gnomes.

Reward: Trebonius Staff (Trebonius Staff: two-handed blunt weapon; weight 16.0; durability 900; cost 10,000 drakes; slash 2-16, cut 3-16, pierce 1-10; vulnerability to fire 5 feet long target 7- 15 for 6 sec, Weakness to Shock 5ft RR 7-15 for 6 sec, Fire Strike 5ft RR 7-15, Lightning Strike 5ft 7-15) and Necromancer's Amulet (permanent effect ; resistance to normal weapons 25%, increase intelligence by 25, restore health 1p, spell absorption 25p).

Non-obvious task (Balmora)

Behind Sharn Gra-Muzgob in the Balmora Guild of Mages, there are 2 chests on the shelf. Open the right one and steal the book "Legions of the Dead" from there. With the help of this book, you can blackmail an orc for forbidden experiments in the field of necromancy. For your silence, you will receive an Ancestral Ghost and Skeletal Minion summoning ring

Morrowind gives the player endless character creation possibilities. One of the most difficult to complete the game is considered a "pure magician". Making a bias in the magical arts, the player sacrifices survivability, and there will be problems with damage at first. Next, the passage of "Morrowind" for the magician will be considered.

Character Creation

If a gamer decides to complete the passage of Morrowind for a mage, then the first thing he should consider is the starting characteristics and future development of the hero. Everything will start on the ship, where the player will have to choose not only his own name, but also the race.

Each creature in the game world has its own characteristics. Someone can become the best magician, someone - a warrior. But you don't have to focus on it. In Morrowind, a mage build can be built based on any set of skills, starting stats, or character field. Here is a list of the most suitable starting options:

  1. Argonian woman. Has 50 points of intelligence and willpower, as well as a slight increase (+5) to "Mysticism", "Alchemy" and "Illusions".
  2. Breton man. Also good in intelligence and willpower, but all the bonuses are related to magic. "Restoration", "Witchcraft", "Mysticism" +10, and "Changes", "Alchemy" and "Illusions" +5. Innate abilities grant this race increased mana and 50% spell resistance.
  3. Have 50 points in intelligence only. Skill bonuses are also exclusively magical, but focused more on offensive magic. Unfortunately, they have huge racial penalties to magic resistance.
  4. Male Dunmer are a good combo class. Despite the fact that their basic characteristics are more in line with mages, they also have bonuses to hand-to-hand skills.

In Morrowind, a mage build can be based on any character. The player does not have to choose one of the above races. If we talk about the top 1 magician, then it will be a Breton.

Zodiac sign

This is another important point when creating a true magician. Not all birth signs are suitable for playing as a mage in Morrowind, but again, you can take any one you like. Below are the most suitable ones.

  1. "Lady". Allows you to temporarily increase stamina and attractiveness. The first is useful for protection, the second - for some magical schools.
  2. "Mag". Increases maximum mana (0.5 x Intelligence).
  3. Journeyman grants even more mana (1.5 x Intelligence), but caps it at a 50% spell vulnerability penalty.
  4. "Atronach". Absorbs spells, increases the pool of magic (2.0 x Intelligence), but does not allow passive mana regeneration.
  5. "Shadow". Allows you to become invisible. It will be needed to slip past strong opponents.

You can take any of these signs. Most of the fines are just imaginary. For example, in the "Journeyman" the vulnerability is fully compensated by the racial bonus of the Bretons. And mana regeneration will still come from bottles. So the player will be able to pump more and alchemy.

Skill selection

The last point when creating a character is the choice of primary and secondary skills. The magician in "Morrowind" does not have to have all the spell schools in the "main". It would be best to take the most difficult skills to pump into them.

For example, "blunt weapon" is responsible for the possession of the staff. Lockpicking allows you to open most locks. Both of these skills will be used regularly and are quite important for a mage, but they are difficult to level. At the same time, "destruction" is a combat magic that the player will use constantly. It can also be classified as secondary.

The main thing - do not forget that when you increase skills from group 3 (unimportant), the level does not increase. Therefore, it is not worth adding skills that will be useful to you here.

That's all for the skills of the self-created "adventurer" class. Also, the player can choose one of the ready-made options. When it comes to the mage guide, Morrowind allows you to select the following relevant classes:

  1. Mag. Owns most magical schools, as well as daggers.
  2. Wizard. Has a slightly different distribution of skills than the magician, but uses medium, heavy armor and bows. This class is usually obtained from players who try to go through all the content and distribute skills evenly.
  3. Healer. It does not have attack magic, but it fights with blunt weapons and hand-to-hand combat.
  4. Paladin. He's not going to be a pure mage, but he's still good at using destructive magic in addition to his heavy weapons.
  5. Night sword. A professional burglar who uses his magical skills to increase stealth.
  6. Inquisitor. One of the hardest classes to master. Can use weapons, as well as some spells.
  7. Battle Mage. Much like sorcerers. Uses heavy armor and the school of destruction.

If a player wants to create a classic magician, then the choice is small - magician, sorcerer and "combat". The rest - allowing to develop the character diversified. However, when choosing, it is worth remembering that there are also several more guilds in the game, in addition to the magical one. If a person wants to fully explore the lore of the game, then he should go through them all. And for this you need a versatile character.

Things

By the end of the passage of the Guild of Mages in Morrowind, the player should have accumulated certain items. Their use will greatly facilitate the further passage of the game.

  1. Boots of Blinding Speed. Increases movement rate by 200 points, but blinds the player. If you use a potion that grants 100% magic resistance, you can avoid negative effect. These boots will come in handy if the player encounters an opponent who is too tough for him.
  2. Azura Star. An item that allows you to endlessly contain the souls of killed monsters, which means that the need for soul stones will disappear. It is also the only item that can contain the soul of the final boss of the Tribunal expansion.
  3. Spear "Greed". Useful in that it can absorb magic. Refers to polearms.
  4. Amulet of the Necromancer. Weapon protection, increased intelligence, health recovery and spell absorption. It is worn by the current head of the Mages Guild, Trebonius. You can get it if you complete the Guild quests to the end.
  5. Robe of Pride Drac. Increases intelligence, grants fire resistance and spell reflection.

These artifacts are simply necessary for every successful magician. In addition, the player can use the enchantment skill to create a couple of useful items for themselves. For example, a shirt and pants with passive mana and health regeneration. However, it is worth remembering that this will require things of the highest quality and great souls. On this, you can finish the guide on the magician in "Morrowind" and proceed to the direct passage of the game.

Ranks

To receive tasks and pass the Morrowind Mages Guild, the player will have to move up the career ladder. Fortunately, it does not depend on anything other than the character's own skills. Below is a table with the requirements for obtaining the next rank.

Rank Intelligence and willpower The level of the main and two secondary skills Additional requirements
Student
dedicated 30 10-0
Journeyman 30 20-0
Defiant 30 30-5
caster 30 40-10 Pay a fee of 200 drakes
Mage 31 50-15
Warlock 32 60-20
Wizard 33 70-25 Possession of the Mage's Staff
Master Wizard 34 80-30
archmage 35 90-35 The position is given by Trebonius or you need to defeat him in the Arena

Acquaintance

The Mages Guild in Morrowind has three branches. Usually players go the following way: sailing to Seyda Nin, then north to Pelagiad and even further to Balmora. Or directly using local transport. It is there that you will have to join the Guild and begin the first quests.

In Morrowind, the Mages Guild is one of the main sources of income, information, and quests. After joining, the player will be able to take tasks from some of its members. And the first of them will be Azira. She will offer the player to complete several tasks:

  1. Bring samples of mushrooms: bangler bane, luminous russula, purple coprinus and facia gaifa. They can all be found in the swamp north of Seida Nin, and may already be in the player's inventory.
  2. Break the experiment. It is necessary to plant a fake soul stone to Azhira's "colleague" right there, in the Guild. You need to be careful that the player is not noticed by other members of the community. In this case, we must not forget to steal a few already charged stones.
  3. Bring samples of flowers: golden kanet, stonewort petals, willow anther and heather. They grow on the shore of Lake Amaya, which the player passed by when walking from Pelagiad to Balmora. If the character arrived on the Silt, then you need to move south, past the fort of the Lunar Butterfly legion.
  4. Immediately after passing the previous task, you can get a quest for a ceramic bowl. You can buy it from a merchant next to the Guild.
  5. Find stolen reports. They lie right there, in the Guild: one under the stairs, the other - in the bedroom under the closet.
  6. For the warlock. Find the Staff of Magnus in the caves of Assu north of Molag Mar. You can get there by "Silta" on the route Balmora - Suran - Molag Mar. From the town you need to go west and follow the road to the north. At the fork, turn off the road and go further north along the gorge. To pass you will need levitation and good combat skills.
  7. For the warlock. Find a ring. Apart from the high price, it is nothing special. Can be found in the Ashirbadon cave east of Vivek on the islands.

Ranis Atris (Balmora)

Another character who gives quests in the "initial" Mages Guild "Morrowind". To interact with him, the player must have the rank of "apprentice".

  1. Convince Mage Llarar Bereloth to join the guild. He lives in Sulipundu in the mountains east of Balmora. The persuasion will work if you raise its relation to the character to 80. To find shelter, go along the map in the picture below.
  2. Collect membership dues from Manwe (2000). You can pay from your own pocket, but the amount is quite large. You can meet this character in Punabi, on the way to Sulipund. The mark can be seen on the same map. By raising the ratio to 80, you can chat the debtor. As a reward, the player will receive 1000 coins, so that they can be spent on increasing the attitude.
  3. Stop the unauthorized teaching of magic at the South Wall Inn. By talking to the Argonian, you can get a discount on learning recovery magic. You can simply tell the customer that the matter is settled.
  4. Escort the Altmer from Balmora to Pelagiad and retrieve his notes. You can just take them out of the city into the field and kill them. Or show participation, talk and bring to the goal, for which he himself will give a copy of the manuscript.
  5. Kill a necromancer in Maar Gan. You can get there on the Silt through Ald Rune. After talking with the locals and reading books in Tashpi's house, the player learns that she is a healer. The best option will let her go.
  6. Catch a spy. You can immediately go to Vivec to speak with Archmage Trebonius. When he mentions his assistant Tiram Gadar, you need to ask for a recommendation and take it to Ranis Atris.

Sharn Gra-Muzgob (Balmora)

This orc mage in the Guild in Balmora gives only one quest. After talking with her about necromancers, a diary entry will appear. You need to carefully and imperceptibly break open the nearby chest and take the book. Then show the find to the orc. As a reward, the player will receive a summoning spell of their choice.

Edwina Elbert (Ald "Run)

It is worth continuing the passage of the Guild of Mages "Morrowind" from this character. If the player did not have time to gain the rank of a warlock for quests from Azira, this is the most suitable place.

  1. For an apprentice. Bring the book "Chronicles of Nchuleft". You can buy from merchants or steal from any house.
  2. For an apprentice. With the help of the Guild guide, go to Sadrith Mora and pick up the potion from the leader there.
  3. For an apprentice. Steal the Chimervamidium book. You can get it in Sirilonwe's room in the Vivec Mages Guild. You need to go into the pantry, close the door behind you and break open a few chests. The main thing is not to talk to the owner. When the time comes to return the book, you can give it directly to the owner, but do not say that this is her copy.
  4. For an apprentice. Go to the Hulin hut - it is located in Maar Gan outside the city. After killing the monster and talking with the student, you can return. There are a number of bugs associated with the quest, so it is better not to complete it in advance.
  5. For the caster. Find a Dwemer pipe. You can go to the ruins that she will indicate on the map, or you can steal an item in Balmora (the home of Vorar Helas).
  6. For the caster. Find out what happened in Nchulefting. You can get there from Suran (see the map below for details). There you need to talk to the NPC and search the ruins. On the corpse of a scientist, a report and a book "Hanging Gardens" will be found, which in no case can be sold.
  7. For the caster. Go to Mchuleft and get the plans for the scarab. To get there, you can ride the "Silta" to Huul, and from there by boat to Dagon Fel. The ruins are located south of the settlement. You will need to go around the mountain on the way.
  8. For the caster. Find the blueprint in the ruins of Betametz. The fortress is hidden in the Gnisis Egg Mine. You can get inside by persuading the guard, taking a pickaxe into your inventory, or following the quest to heal the kwama womb from the Imperial Legion.

Edwinna's last quest is special. If the player already satisfies the conditions for becoming an archmage, then he will send the character to Vivec to duel with Trebonius and take his post. As a result of completing the quest, the player will receive two good artifacts, but the tasks of the Morrowind Mages Guild from the archmage himself will become inaccessible.

Skink (Sadrith mora)

Quests for this character become available if you deliver a potion for Ranis.

  1. Escort the Altmer to the ship. The main thing is to talk to her after that and return to the Skink.
  2. Invite the shaman to a meeting. We must go to the camp of Ahemmus - it is located across the water to the north of Tel Mor. After talking with the shaman, you will need to find her student Minabibi in the tomb to the west of the camp. After completing the assignments, you will need to return to Sadrith Mora and talk with the student and the Skink.
  3. Find the second part of the book "Vampires of Vvardenfell".
  4. Kill the necromancer. The path to the cave will be described in detail by the Skink to the player, so no problems should arise.

Promotion to Wizard. If the character is ready to get promoted, he needs to get the mage's staff. It can be bought right there for 5000 coins or removed from the corpse of an exile. You can find it in the Sud Cave on the west coast of the island with the settlement of Dagon Fel.

The following quests require the character to be a wizard rank:

  1. Retrieve the Soul of an Ash Ghoul. This monster can be found in the Yakin Cave. It is located far south of Tel Mora or on the coast of the mainland, if you go from Tel Arun to the northwest.
  2. Find the book "Notes of Galur Ritari".

Trebonius Artorius (Vivec)

This is the final step in the Mages Guild in Morrowind. If the player has not yet killed Trebonius in a duel, he will give a quest to search for information about the reasons for the disappearance of the Dwemer. The task is very simple if the protagonist managed to complete the quests from Edwinna. You will need the books Hanging Gardens, Divine Metaphysics, and The Egg of Time. Then you will need to visit several characters around the world and report on the investigation to the archmage.

Since the Mages Guild in Morrowind has a monopoly on witchcraft, the archmage will ask the player to kill the Telvani councilors. There are key story characters among them, so it's better to complete the task at the end of the storyline. As a reward, the player will receive Trebonius artifacts. This is the best moment to challenge him to a duel and avoid unnecessary deaths.

On this task of the Guild of Mages "Morrowind" ends. The player becomes the head of the organization. This title will come in handy when going through the story and completing certain quests.

Archmage title

In the Mages Guild, it is not necessary to finish to the end. There are three ways:

  1. Peaceful. After receiving the rank of "Master Wizard" (or before), the player must complete all of the Skink's orders. At the end of the chain of tasks, he will give a letter that must be delivered to the archmage. In the name of the Emperor, the protagonist is appointed archmage and head of the branch of the Mages Guild. In this case, you can get Artorius' things only by completing his tasks or illegally killing him, as a result of which the guards will be aggressive.
  2. Duel. The Morrowind Mages Guild is unhappy with its leadership. If the player already has the rank of "master wizard" and Edwinna's orders are completed, then she will give the last task. After going to Vivec and talking with the archmage, the player will assign a duel in the local arena.
  3. If you have the penultimate rank, you can independently agree on the battle. That is, the player does not have to work for Edwinna to the end. You need to voluntarily go and talk to Trebonius about the promotion. He will decide that the player is trying to sit the head of his position, and he himself will challenge the protagonist to a duel.

Now the Guild of Mages "Morrowind" is in the hands of the player. You can continue to complete tasks from Guild members and explore the world.

A few more tips from past the game to the end:

  1. Don't create a pure mage. The guilds of fighters and thieves will still have to go through, as this is necessary according to the plot, and it will be difficult for a magician to do this.
  2. Do not enter the caves unless it is necessary for the assignment. You can accidentally kill the wrong character, find and sell a quest item and disrupt the further passage of both the plot and side quests.
  3. Don't work for the Morag Tong for the same reason. Assassin's Guild can order important person. Leave it at the end.
  4. Read everything. The game world is huge, and its lore is so extensive that it gives a head start of 100 points to anyone modern projects, including everyone's favorite "The Witcher" with his books.
  5. If the quest requires you to find a book, immediately go to Vivec to the Jobasha Rare Books store. Even if he does not have the item he is looking for, he will definitely give a tip where to look for the item.
  6. Even playing as a warrior, take a couple of spells. For example, restoring health or summoning. So in advance you can pump the skills you need for the Mages Guild.
  7. Two of the most easily upgraded skills are athletics and acrobatics. There are two ways: the first is not to take them even into secondary skills, the second is to take them into the main ones. The player will have to pump about 50 points - these are 5-10 character levels. It is better to do this from the very beginning to increase endurance. You just need to rest against the rock and start jumping. The animation will not go to the end, so the acrobatics will swing many times faster than usual. Do not take athletics in principle. It would be better if it does not affect the character at all, especially the mage.

By adhering to some simple rules and being careful, the player will be able to safely explore the vast territories of Morrowind, discovering more and more secrets of this mysterious island in the middle of Vvardenfell.

The Mages Guild is an organization whose influence extends to all the provinces of Tamriel. It is ruled by five archmages. The main task of the Guild is the study and application of magic. All of the most popular potions and magical items were created by members of the Mages Guild. All this can always be bought at the Guild office for a reasonable price. Also, the Guild can always offer a wide variety of spells and components for creating potions. In addition, those whose knowledge of magic has reached a high level can be offered the services of creating their own spells.

You should not consider the Mages Guild to be an ordinary store. Those deemed worthy to join the Guild are granted access to the guild's libraries and laboratories. Not immediately, of course, but over time. However, if you join the Guild and embark on risky experiments, you must be aware of the danger that your actions may pose. After all, everything you do is the responsibility of the Guild.

The Mages Guild is a professional organization recognized by the Emperor whose mission is to promote the study of the arcane arts. Guild members receive significant discounts on goods, services and training, Guild branch managers will always find work for them. If you think that magic is your calling, then your path lies in the Mages Guild.

In Morrowind, chapters of the Mages Guild can be found in Balmora, Aldrun, Wolverine Hall in Sadrith Sea, and Vivec in the Outlander Quarter.

In the Magic Guild, the skills of Alchemy, Mysticism, Illusion, Alteration, Destruction and Enchantment are of great importance. As for the characteristics of the character, the greatest importance is given to Intelligence and Willpower. The Mages Guild does not have close ties to the other guilds in Morrowind, with a slight emphasis on the Imperial Cult and hostility towards the Great House of Telvanni.

There is no doubt that the Mages Guild is one of the most powerful Guilds in Tamriel.

Main parameters for Guild members

Intellect
Willpower

Essential Skills for Guild Members

Alchemy
Mysticism
Illusions
Changes
Destruction
Enchant

A career in the Guild of Mages involves the possession of the above skills. The degree of their development determines the rank that you can be assigned. If the Guild does not want to promote you with enough completed tasks, check if the values ​​of these skills correspond to the requirements for the next rank. If not, well, practice...

Promotion in the Mages Guild

Rank Performance Requirements Skill Requirements Additional requirements
Student
dedicated Intelligence 30
Willpower 30
One skill equals 10
Journeyman Intelligence 30
Willpower 30
One skill equals 20
Defiant Intelligence 30
Willpower 30
One skill is 30, the other two are 5
caster Intelligence 30
Willpower 30
One skill is 40, the other two are 10 Pay a fee of 200 drakes
Mage Intelligence 31
Willpower 31
One skill is 50, the other two are 15
Warlock Intelligence 32
Willpower 32
One skill is 60, the other two are 20
Wizard Intelligence 33
Willpower 33
One skill is 70, the other two are 25 Possession of the Mage's Staff
Master Wizard Intelligence 34
Willpower 34
One skill is 80, the other two are 30
archmage Intelligence 35
Willpower 35
One skill is 90, the other two are 35 The position is given by Trebonius or you need to defeat him in the Arena

Tasks and their implementation

Tasks are sorted by Guild branches where they can be obtained. To receive each subsequent quest, you must complete all previous tasks of this quest giver. If other conditions must be met in order to receive the assignment, this is negotiated separately in each case.

Balmora, Ajira

1. Bring 4 specimens of mushrooms: glowing russula, purple coprinus, bangler bane and hyphae facia. You can collect them in the location indicated by Azhira (in the Bitter Coast region near Hla-Oud, at the mouth of the Odai River). However, the necessary mushrooms grow in any swampy area, and you can stock up on them in the course of other regular tasks. And, finally, in order to suffer for a short time and not wipe your boots in vain, you can simply visit a local alchemist.
Luminous russula and purple coprinus usually grow at the foot of trees. Bangler bein and hyphia facia are very similar in appearance and look quite similar to the tinder fungi we are used to, therefore, you need to look for them on tree trunks or stumps.

Quest conditions:

Reward: 4 Cheap Potion Restore of Health.

2. Disrupt Galbedir's experiments by planting a fake soul gem instead of the real one in her desk drawer. Azira will give it to you. Please note that the stone must be left exactly in the drawer of the table. By the way, during this quest, Galbedir, who was originally located on the top floor of the Mages Guild, will be distracted. Do not miss the moment and take advantage of the situation! On her "vanity table" is a decent collection of charged soul gems (by the way, the only one in the entire game!). If you are planning a career with the Telvanni and want to advance to the highest ranks as soon as possible, I strongly recommend that you keep the Great Soul Gem with the soul of the winged twilight. It will be useful in the construction of the foundation of the fortress.

Conditions for obtaining the quest: -

Reward: -

3. Herbariums again... This time, Azhira needs 4 types of flowers: golden canet, stone petals, willow anther and heather. All this goodness grows in the area of ​​the Ascadian Islands, and the coast of Lake Amaya, where you will be directed in search of Azhir, is just one of the possible places where you can pick herbs. Again, especially lazy people can just fork out ... Just do not forget that in Morrowind the wolf's legs are fed, especially when it comes to experience.

Conditions for obtaining the quest: -

Reward: 6 Cheap Potion Restore of Magicka.
Lake Amaya
4. The next task - well, completely from the category of "running errands." Ajira needs a ceramic bowl. After receiving money from her for expenses, go shopping. To the left of the building in which the Guild is located, there is a shop of the Khajiit merchant Ra'Virr. Ceramics in assortment…

Conditions for obtaining the quest: -

Reward: the remainder of 10 drakes.

5. While you were shopping, Galbedir stole Azira's reports and hid them somewhere in the Guild building. Khadzhitka again needs your help. You'll find reports of Vvanderfell Mushrooms if you turn right behind the Mages Guild Supply Chest, but don't go up the stairs to Galbedir's room, but take a good look behind the baskets in the corner. The second report is in the bedroom, on the lower level, under the closet. Just carefully inspect all the cracks there.

Conditions for obtaining the quest: -

Reward: Exclusive Potion of Fire Shield, Exclusive Potion of Frost Shield and Lightning Shield, Exclusive Potion of Spell Adsorbtion.

6. Ajira heard that the Assu Cave, which is located in the Molag Amur region, currently houses the legendary Staff of Magnus. You can get to Assu from Molag-Amur, following the signs to Mount Kand. The cave is located a little further north along the path from the entrance to Mount Kand. Kill the mage in the large water room (requires levitation) and take the staff to Azira. She will not take it, she will just look and give it to you.

Reward: Staff of Magnus: two-handed blunt weapon; slash 5-15, cut 1-10, pierce 5-15; durability 4000; cost 210000 drakes; spell absorption 25-50 for 60 sec, health recovery 1 point per 60 sec).
Assu cave
7. Now Azira sends you in search of the Ring of the Warlock. According to rumors, the ring belongs to Vendameya Dretan, who lives in the Ashirbadon cave on one of the islets east of Bal Fell. The best way to get there is from Vivec. Kill all the inhabitants of the cave and bring the ring to Azira.

Conditions for obtaining the quest: the rank of the Warlock (Warlock).

Reward: Ring of the Warlock (Reflection 10-20 for 30 sec on self, speed increase 10-20 for 30 sec on self; cost - 22000 drakes).
Ashirbadon
Balmora, Ranis Atris

1. You need to convince the Telvanni mage Llarar Bereloth to join the guild of magicians. The mage lives in Sulipund, a Velothi stronghold in the Molag-Amur region. It is not difficult to convince him with a developed eloquence skill or with a thick wallet. As soon as his attitude towards your character reaches 80, the old rogue will agree with any of your arguments. It is more difficult to get to Sulipund. For those who don't like to read the Journal: before reaching Moonmoth Fort, turn onto the road leading to Molag Mar, cross the bridge over the Mameia foyada, and follow the road east until you reach the Dunmer fortress of Marandus (which you will not confuse for any with which, even if you have never seen Dunmer fortresses before - imagine a huge Egyptian pyramid with a truncated top). Here at the crossroads turn north and go all the way to Sulipund. Velothi buildings have characteristic rounded roofs, so you should easily recognize Sulipund.

Reward: if you managed to join the magician to the Guild, you get 4 bottles of Quality Restore of Magicka; in case of murder, you get 2 such bottles.
Sulipund
2. One of the sorceresses of the Guild, Manwe from Punabi Cave, has not paid her dues for several years and owes as much as 2000 drakes. You can just pay the money, Ranis Atris is still in general ... Or you can combine this task with the previous one, especially since they are given together. Not without reason. Punabi is located north of Marandus, short of Sulipund, to the right of the trail. You will find the notorious Manwe near the entrance. Improve her attitude towards you over 80, and Manwe will happily part with a large sum.
Tip: If you're doing this quest as a low-level character, it's best to stay away from Manwe in Punabi if you don't want to get to know the Daedra prematurely.

Conditions for obtaining the quest: Journeyman rank.

Reward: half the amount brought (1000 drakes).
Punabi
3. The Argonian One-Who-Stands-There from the South Wall Inn teaches magic without permission. Ranis Atris demands to put an end to this disgrace. Talk to him. The Argonian will offer to teach you the Restoration skill in exchange for your silence (at a significant discount, of course). Then you can either take radical measures against him, or agree and report to the employer that the matter is in the bag (she is trusting, she doesn’t need more ...)

Conditions for obtaining the quest: -

Reward: If you left the Argonian alive, you have a high-level Recovery skill trainer. If you chose to kill him, Ranis will reward you with 4 Scrolls of Elemental Burst: Fire.
Tavern "South Wall"
4. Altmer Itermel, a scientist, stopped at the Eight Plates Inn. Ranis asks to be escorted to Pelagiad. However, not everything is so clean in the native Guild. Ranis Atris is not at all concerned about the scientist's life, but about his notes, which he does not seem to want to part with. We need to get these notes at any cost. It is emphasized - at any cost. You can take a gullible elf out of town and kill him far from prying eyes, since the elves are fighters, like a ballerina from Schwarzenegger. By the way, the type perfectly owns the levitation spell, be prepared for this. But if you nevertheless act on honor and deliver the magician to his destination, and even show a keen interest in the subject of his research, as a thank you for accompanying him, he himself will reward you with a copy of his manuscript.

Conditions for obtaining the quest: -

Reward: No, but if you kill a scientist (if there is a penalty), Ranis will clear all charges against you.

5. Ranis Atris reports that a certain Tashpi Ashibael lives in Maar Gan, who has tarnished the reputation of the Guild with necromancy. You should destroy it. Go to Maar Gan and talk to Tashpi. The sorceress will be very surprised that someone accuses her of such low deeds, and she will ask you to report to Ranis that you got rid of her safely. Trust her or not is up to you. Again, the head of the Balmora Guild will not question the veracity of your words. Why the extra blood?

Conditions for obtaining the quest: -

Reward: 2 Scrolls of Elemental Burst: Fire and 2 Scrolls of the Fourth Barrier.

6. According to anonymous reports, a Telvanni spy is successfully operating in the Guild. Ranis instructs you to interrogate Guild members in Ald'Rune, Sadrith-More, and Vivec to find out who this spy might be. Advisor Tiram Gadar has recently appeared in Vivec. At your request, Archmage Trebonius can provide Gadar's letter of recommendation, but it can be seen from a mile away - this is an obvious fake ... Bring the letter to Ranis Atris, she takes on further proceedings.

Conditions for obtaining the quest: -

Reward: 2 Scrolls of Summon Golden Saint, Daedric dagger Soul Drinker: one-handed short blade; slash 8-12, cut 8-12, pierce 8-12; durability 700; "Conclusion" on 60 sec on impact).

Ald'Run, Edwinna Elbert

1. The sorceress is seriously interested in studying the lost culture of the Dwemer and asks you to get her a copy of the Chronicles of Nchuleft. The book can be purchased from bookstores throughout Vvardenfell or stolen…

Conditions for obtaining the quest: -

Reward: money left over from the 250 coins given to Edwinna before completing the quest.

2. Use the services of a Guild Guide and go to Sadrith Mora, Wolverine Hall. Edwinna asks you to speak with the Guildmaster there, the Argonian Skink-In-the-Shadow-Tree, and bring her the Potion of Detect Creatures that the Skink should have given her long ago. You can easily get the bottle, return with it to Edwinna.

Conditions for obtaining the quest: -

Reward: Exclusive Potion of Shadow.

3. Edwinna needs the Chimervamidium book. A copy of this rare book is held by Sirilonwe at the Mages Guild, Vivec. Sirilonwe's room to the left of the guide. The room has an unlocked door leading to a tiny storage room. Come in, close the door behind you and train your security skill to your heart's content by picking locks on chests. In one of them you will find the book you need. Take her, but don't speak to Sirilonwe.
In a few days, Edwinna will examine the book and ask to return it to its owner. You can simply put it back in the chest, you can now talk to Sirilonwe and present the book to her as another copy (for which your character will also be rewarded). Do not under any circumstances say that you stole it from Sirilonwe's closet!

Conditions for obtaining the quest: -

Reward: Leftovers from the quest Scrolls of Ondusi's Unhinging, Amulet of Almsivi Intervention (Almsivi's Intervention on Self), Amulet of Divine Intervention (Divine Intervention on Self) .

4. Something inexplicable is happening in the Hulin hut in Maar Gan. Edwinna asks you to sort things out on the spot. Hulin Hut - Outside the city limits, it can be found by walking around the city wall from the side of the silt strider port in the direction of the Temple. Inside the house, you will find a scamp that you don't need to stand on ceremony with. A frightened student of Hulin, Listin Birleg, will inform you that he inadvertently summoned a creature and could not cope with it. As a result, Khulin is dead, the house is turned upside down ... Return with a report to Edwinna, having spanked the scoundrel well.

Conditions for obtaining the quest: -

Reward: 2 Scrolls of the Fifth Barrier.

5. Edwinna needs a Dwemer pipe. It is authentically known that there is one such in the ruins of Angtung-Nchurdumtsa, west of Ald-Veloti. You can get there along the coast from Huul, you can take the road to Ald Velothi from Gnisis. Despite the external monumentality of the fortress, inside it turns out to be ridiculously small. A remark not entirely on topic: next to the fortress you will meet an unfortunate dancer who dropped her ring into the pond ... Do not be lazy, complete this quest. Get a unique Amulet of Shadows (80% Chameleon for 60 seconds), one of the best items of its kind that I've seen in the game.
However, if you are reluctant to go so far for an ordinary Dwemer pipe, you can look somewhere closer.

Conditions for obtaining the quest: -

Reward: -

6. Guild member Anes Vendu, representing the scientific society at the excavations at Nchuleftingte, has not sent reports for the past month and continues to remain silent. Edwinna asks to go there and find out what's wrong. Nchuleftingth can be reached from Suran or Molag Mar. It's easier to see the road on the map than to describe it in words, so I won't do it here. Inside the Dwemer fortress, you will meet the head of the expedition, Senilias Cadiusus, and his daughter. Senilias will share with you his fears about the disappearance of the scientist, Anes Vendu. It was as if shortly before he went missing, he was saying something about a secret passage to the lower levels. Exploring the interior, you will come across a hall cluttered with strange Dwemer mechanisms. Each car has a moving lever against the wall. The one farthest from the entrance opens a passage in the opposite wall leading to the lower floor. You don’t need to pull the rest if you don’t want to spend several months of your young life in a burn center. Below you will find the body of Anes Wendu, on it is the desired "Excavation Report" and the book "Hanging Gardens", which in no case can be sold (this is one of the key books in the storyline about the disappearance of the Dwemer). Report to Senilias, and then report back to Edwinna.

Conditions for obtaining the quest: -

Reward: -

7. Edwinna asks you to bring her the drawings of the Dwemer scarab from the Dwemer fortress Mchuleft (near Dagon Fel). From the village, follow the road south. The same drawings can be taken, for example, in the Free Tower located right there, nearby, or, with a sufficient margin of impudence, stolen from the Dwemer Arion Museum in one of the towers of Tel Vos. Among other things, in Mchuleft we find the book "Egg of Time", which is necessary for completing the task of the disappearance of the dwarves.

Conditions for obtaining the quest: -

Reward: -

8. While further mining the Egg Mine in Gnisis, the miners came across the buried ruins of the legendary Bethumets, a lost Dwemer stronghold. Edwinna sends you to carefully explore Betumets and bring back all the drawings that you can find from there. And there are diagrams of a Dwemer airship there. The second useful thing that you will have after completing this task is the book "Metaphysics of the Dwemer", another necessary thing for finding out the reasons for the disappearance of the dwarves.

Conditions for obtaining the quest: -

Reward: -

9. If you meet the requirements that the Guild makes to the archmage, Edwinna sends you to Vivec to meet with the current head of the Guild, Archmage Trebonius. In this case, he challenges you to a duel in the Arena, and if you win, you become the only archmage in Vvanderfell and the head of the Mages Guild.

Conditions for obtaining the quest: Int >= 35, Wil >= 35, one of the main skills for the Guild >= 90, two others of your choice >= 35, the rank of Master Wizard.

Reward: Archmage rank, title of head of the Mages Guild, Trebonius Staff, Necromancer's Amulet.

Sadrith-Mora, Skink-In-the-Shadow-Tree

1.. The Argonian asks you to escort Researcher Tanieminwe to Talsa Areti's Elven Navigator. Sadrith Mora is a Telvanni city, and they really don't like it when all sorts of unidentified individuals roam the streets. Naturally, upon arrival in the city, the elf did not bother to properly complete the paperwork and obtain a temporary residence permit and a Guest Certificate. Therefore, it is advisable not to contact the guards on the way (just in case, even if you are Telvanni or have the necessary documents on hand). Just take the scientist from the Guild to the port...

Conditions for obtaining the quest: -

Reward: -

2. The magician longs to get acquainted with the book forbidden by the Temple - the second volume of "Vampires of Vvanderfell". The book is said to contain legends about alleged cases of healing from vampirism. Your task is to find and deliver one copy to the Skink. There are plenty of them in the game. Start with the bookshops in Vivec (e.g. Jobasha's Rare Books), but keep in mind that before a Khajiit talks to you about forbidden literature, you have to make a good impression on him. The book can be stolen from the library of the Hall of Wisdom, there are quite a few of them in the Secret Library under the Court Offices, other copies are found in Vasa (north of Valenvarion), Odirniran (west of the temple of Azura), Mavia (southeast of Molag-Mar), Galom Deus and the library of Kagrenac beyond the Phantom Reach.

Conditions for obtaining the quest: -

Reward: 1000 drakes minus the cost of the book (if you buy it).

3. Now the Skink wants to talk to the Ashlander shaman (a kind of exchange of experience). It is necessary to find a shaman who will agree to temporarily leave her duties in relation to the tribe and will come to the negotiations at Wolverine Hall. Wise women Erabenimsun, Zainab and Urshilaki will immediately reject your proposal, citing extreme employment. You will hear something similar to a positive answer from the shaman of the Ahhemuza tribe, Sinnammu Merpal. She agrees to send her apprentice Minabibi to meet the Skink, only there is a small but... For misconduct, Minabibi was sent to the Favel Ancestral Tomb with an assignment to calm the ghost of Kanita Ashurnisammis. Go there. From Ahhemuz's camp, the easiest way to reach the tomb is to follow the coast west to the mountain range that separates Gravesland from Ashland. At the foot is the entrance to the tomb. Along the way, you may stumble upon a camp of Ashlander outcasts, who are quite aggressive. If you kill them all, no one will be particularly offended. In the tomb, talk to Munabibi and clear the entire crypt of the undead. After that, tell about your success to the student and return to the camp of Ahhemuz. Sinnammu will ask which of you killed the ghost. Answer honestly. The shaman confesses that she never believed that such a mediocre student would be able to do this alone, and without regret she will send her to Wolverine Hall. Go and then turn in the quest. Don't forget to talk to Minabibi, who arrived at Wolverine Hall (she is now standing near the Skink). From her you will receive the Ring of the Ancestors.

Conditions for obtaining the quest: -

Reward: Ring of the Ancestors (Summon the Spirit of the Ancestors).

The next task is related to promotion tasks. It is given by all heads of Guild departments when you approach them at the appropriate time for a promotion to the Wizard. It was Skink for me, but Ranis Atris, Edwinna, and Trebonius will give the task with the same success.

4. If at this point you are ripe for the title of Wizard, the Skink will inform you that the Wizard's Staff is a necessary attribute of any master of magic. You can buy it right there, for only 5000 drakes, or you can get it in a fair fight. There were always wizards who were expelled from the Guild for some misdeed. One of these sorceresses, overly carried away by the dark art, now lives in the cave of Suda, in the Shigorad region. The staff can be removed from her body. We get to the cave from Dagon Fel, following the roads west to the coast (not to be confused with the bay, which will have to be crossed along the way!). There are a lot of goodies in the cave and even more Daedra, especially the Hungry Ones divorced there.

Conditions for obtaining the quest: Int >= 33, Wil >= 33, one of the main skills for the Guild >= 70, the other two of your choice >= 25.

Reward: Staff of the Mage obtained by you + the rank of the Wizard.

5. It looks like half of the Mages Guild is seriously addicted to necromancy... This time you have to go to Shal Cave, located north of HlaOud, and help say goodbye to the life of a certain Telura Ulver, a necromancer. From Hla-Oud we move to the north-west, we move to an island with Daedric ruins, we go around them and behind the swamp we see the doors to the cave. Dealing with an apostate is easy.

Conditions for obtaining the quest: Wizard rank.

Reward: -

6. For experiments, Skink needs the soul of an ashen ghoul. The Argonian is drawn to all kinds of vampires, even if they are not real, even if they are generated by the magic of Dagoth Ur ... The magician gives you 2 Great Stones of Souls and a landmark: Yakim Cave, the residence of the Sixth House closest to Sadrit-More. The easiest way to get there is from Tel Arun, following from the city to the northwest, while you will pass through one island and find yourself on the coast. The entrance to the cave is almost at the water's edge, near a grove of palm trees.
The same result, you understand, can be achieved in any place where ash ghouls are found, whether it be the Phantom Reach, Telasero, Ilunibi, or one of the many caves occupied by the Sixth House.

Conditions for obtaining the quest: Wizard rank or higher in the Guild of Mages.

Reward: Whatever remains of the Scrolls of Fphyggis's Gem-Feeder and Greater Soul Gems given out for the quest.

7. The last task of the Skink leads to certain thoughts ... He needs the "Notes of Galur Ritari", the Eternal Guardian, who became a vampire and then managed to heal. The book details the method of treatment. The trouble is that the book exists in the form of a small number of copies, and only a select few have seen it in the eyes due to the taboo imposed by the Temple. The mere suggestion that vampirism might be just a disease, not a lifelong curse, and be treated like a common cold, would encourage thousands of adventurers to embark on adventures. Therefore, one should be very careful "to ask about notes from the owners of shops selling rare books." Is the hint clear? We go to Jobashi in Vivec, we learn from him that the "Notes" are in the Secret Library of the Hall of Justice, a secret room, always carefully guarded. In the premises of the Judicial Offices and in the office of the Watch on the floor there are locked hatches with traps. Hack (preferably under the Chameleon), enter the library room and take the book you are looking for from the shelf. By the way, there are several volumes of "Vivek's Sermons" that are not found anywhere else in the game (raise the appropriate skills), as well as quite interesting manuscripts (also marked "Top Secret") about what really happened that day at the foot of the Red Mountain...
Other in-game copies of the book can be found at the Galom Deus Observatory and Kagrenac's Library beyond the Phantom Reach.

Conditions for obtaining the quest: -

Reward: Skink amulet.

8. This is not even a task, but rather a guide to promotion. If you meet the requirements for archmage, Skink will hand you a letter and offer to deliver it to Vivec, the current head of the Guild, Trebonius Artorius. After reading the message, Trebonius is forced to appoint you as an archmage. Thus, there are now two Archmages in Vvardenfell... and two Guildmasters.

Conditions for obtaining the quest: Int >= 35, Wil >= 35, one of the main skills for the guild >= 90, the other two of your choice >= 35, the rank of Master Wizard.

Reward: the rank of archmage and the position of head of the Guild of Mages.

Vivec, Archmage Trebonius

1. The first task that Trebonius agrees to give you is more like a “go there, I don’t know where ... just get off.” You need to solve the mystery of the disappearance of the gnomes. You are not given any hints as to where to start. And how would he know something, battle mage Trebonius? The archmage directs you to Edwinna Elbert, and by completing her tasks, you become the owner of the Hanging Gardens, Dwemer Metaphysics and the Egg of Time. In addition to Edwinna, there is another scientist living in Vvanderfell who is interested in this problem. Baladas Damnevanni, Telvanni wizard from Arvs Drelen (Gnisis). He can help you decipher the dwarven writings.
Although it would be more appropriate to refer to the original source. In the corprusarium, the last surviving Dwemer lives on full board. He will be able to find out what happened to his people using only two of the above books. It is understandable, the dwarf does not need to be translated into the language of the Altmer ...

Conditions for obtaining the quest: -

Reward: -

2. The second task of Trebonius makes sense to complete only after the completion of the main storyline, since some key characters will be killed. The meaning of the quest is simple: Trebonius has these Telvanni in his liver, claiming equal rights with the Guild in learning and using magic. Therefore, he orders the elimination of all members of the Telvanni Council. There are only six of them, unless, of course, you hold a high position in House Telvanni; in this case, I don’t even know what to do - not to commit suicide?
1) Arion - Tel Vos (Upper Chamber);
2) Drata - Tel Mora Tower (Upper Tower);
3) Terana - tower of Tel Branora (Upper Tower);
4) Neloth - the tower of Tel-Naga in Sadrit-Sea (Upper Tower);
5) Baladas - Arvs-Drelen in Gnisis;
6) Gothren - Tel Arun Tower (Upper Tower).

Conditions for obtaining the quest: completed quest about the disappearance of the gnomes.

Reward: Trebonius Staff (Trebonius Staff: two-handed blunt weapon; weight 16.0; durability 900; cost 10,000 drakes; slash 2-16, cut 3-16, pierce 1-10; vulnerability to fire 5 feet long target 7- 15 for 6 sec, Weakness to Shock 5' RR 7-15 for 6 sec, Fire Strike 5' RR 7-15, Lightning Strike 5' 7-15) and Necromancer's Amulet (permanent effect; resistance normal weapons 25%, increase intelligence by 25, restore health 1p, spell absorption 25p).

Non-obvious task (Balmora)

Behind Sharn Gra-Muzgob in the Balmora Guild of Mages, there are 2 chests on the shelf. Open the right one and steal the book "Legions of the Dead" from there. With the help of this book, you can blackmail an orc for forbidden experiments in the field of necromancy. For your silence, you will receive an Ancestral Ghost and Skeletal Minion summoning ring.

The Elder Scrolls III: Morrowind. Passage of the Guild of Mages was last modified: May 5th, 2016 by admin

In order to join the Mages Guild, you need to talk to the head of the Mages Guild in Balmora - Ranis Atris.

Ajira's quests in the Balmora Mages Guild.

1. Ajira will ask you to bring her samples of four mushrooms: luminous russula, purple coprinus, bangler bane and gayfu facies. You can find them in the Seyda Nine area, but they also grow in the Bitter Coast area. Return to Ajdira and you will receive 4 cheap health restoration potions as a reward.
2. Ajira wants you to disrupt Galbedir's experiment. All you have to do is put the fake soul gem on her desk and keep the real one. You can also pocket all the things from her table. Then return to Ajira.
3. This time, Ajira needs 4 types of flowers: golden canet, stone petals, willow anther and heather. You can pluck them where Ajira said. To do this, you just need to go along the road to Suran and soon a lake with an island will appear on the right. All 4 species grow there. When you find them, return to Ajira and get 6 cheap magicka restoration potions as a reward.
4. The next task is easier than simple. You just need to buy a ceramic bowl from Ra "Vir. This merchant is not far from the Mages Guild. Buy a ceramic bowl from him and return to Ajira
5. Ajira had her reports stolen. You can just bribe Galbedir and she herself will tell everything. But if you do not want to bribe her, then one report is downstairs behind the cabinet, and the other is near the baskets on the middle level.
6. If you reach the rank of Warlock, then Ajira will tell you two secrets. The first is the staff of Magnus, which is hidden in the Assu cave. You can find this cave if you always go to Kand Mountain.
7. The second secret is the Warlock's ring. It is located in Ashirbadon. This cave can be found by following Ajira's directions.


Quests for Ranis Atris in the Mages Guild of Balmora.


1. You should convince a man named Llarar Bereloth to join the Mages Guild. You can find it in Sulipund. If you follow the directions of Ranis, you can easily find this place. Raise your relationship and convince him to join the Mages Guild.
2. You must now make a man named Manwe pay his dues. It can be found in Punabi Cave. This cave is near Sulipund. Convince him and return to Ranis Atris for 1000 gold as a reward.
3. Ranis wants you to stop the South Wall Argonian from training skills. All you need is just to convince him. Then return to Ranis.
4. Ranis wants you to accompany an Altmer named Itermel. It can be found in the Eight Plate Inn. You can just kill him and take his notes. This is what Ranis needs. If you want, you can get them honestly. In any case, return with the notes to Ranis.
5. Ranis will say that Tashpi Ashabael practices necromancy. She lives in Maar Gan. You can just convince her not to do this, and Ranis to say that they killed her.
6. Ranis will say that a spy has appeared in the guild. You just need to travel to the Vivec Mages Guild and talk to Trebonius about Tiram Gadar. He will give you some notes, take them and go back to Ranis. She will say they are fake.

Aldrun Mages Guild Quests for Edwinna Elbert.


1. Elbert wants you to find the book "Chronicles of Nchulfet". It can be purchased at the Balmora Bookshop.
2. Edwinna asks you to bring her a potion that the mage has in the Sandrite Sea. Just teleport there and ask for a potion.
3. Edwinna needs the Chimervamidium book. This book is in the Vivec Mages Guild. As soon as you transfer there, go to the left, and then immediately to the right. There will be a woman and an unlocked door. There will be a chest behind this door. It contains the book you need. Go back with her.
4. Edwinn asks you to go to Hulin's room in Maar Gan. Go there. In the house you will kill the scamp, and then talk to the man behind the door. Then return to Edwinn.
5. Now Edwinn wants you to return the book that you took back with the quest. Just put it in place and that's it.
6. Edwinn wants you to bring her a Dwemer pipe. You can find it in the ruins where Edwinn said.
7. One of the people of the guild of magicians - Anes Vendu did not bring reports. You should go to Nchulfeting and there, on the lower level, you will find his poor man dead. There will be a book next to it. Grab it and don't sell it, you'll still need it.
8. Edwinn asks you to bring her drawings of the Dwemer scarab from Mchulfet. In addition, there is the book Egg of Time, which you will also need.
9. Edwinn will say that the miners of the Gnisis mine stumbled upon the Dwemer fortress. Go there and take the book "Metaphysics of the Dwemer" there. With her, then it is necessary to return to Edwinn.

At the penultimate rank in the guild, you can go to Vivec. There you need to talk to Trebonius and he will challenge you to a duel in the Arena. Go to the Arena and kill Trebonius and you will become the Archmage of the Mages Guild. And you can make it more original. You need to complete all the tasks of the Skink-in-the-Shadow-Tree in the Sadrith Mora Mages Guild, after which you will be officially appointed Archmage by decree.