The Mage Guild Quests (College at Winterhold) The Mage Guild Quests are flagged by completing the Miscellaneous Quest Visit the College of Winterhold. When you arrive in Winterhold head to the College where you will encounter Feralda blocking your way over the bridge. The Mage’s Guild is an association of non-player characters which you can join on all of your characters. When you join the Mage’s Guild you will gain access to the as well as the ability to complete a new quest at the Mage’s Guild Hall in each zone. There is no down side to joining the Mage’s Guild, so it is recommended for all players.
Once you join the Guild, you can level up your new Skill Line by finding and collecting Lorebooks which are are scattered around Tamriel. These books are glowing purple, and reading them will provide you with some XP towards your Mage’s Guild Skill Line. Join The Mage’s GuildTo join the Guild for the first time you must travel to the first major city that you will come across in your home Alliance. This is Vulkhel Guard in Auridon for Aldmeri Dominion, Davon’s Watch in Stonefalls for the Ebonheart Pact and Daggerfall in Glenumbra for the Daggerfall Covenant. A subreddit dedicated to the Elder Scrolls V: Skyrim. No Slurs or Personal Attacks. No Memes. No Unrelated Material. No Piracy. No Low Effort Content such as Handprints, Meridia's beacon, etc. No Sexually Explicit Material. No 'PCMasterrace' or system bashing. Use spoiler tags for spoilers. No YouTube/Twitch channel advertising/LP spamming. Other interesting videos are allowed, but are still subject to rules 3 and 5. 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Place any of the following tags in the title of your post to highlight it. Question, Spoiler, Lore and Mod -.Official Links:.Stickies:.Alternative Themes:.Related Communities:. I'm doing my second playthrough of the game and in my first playthrough I thought the thieves guild was epic just cause of how cool they were and stuff. Now I'm realizing the thieves guild has to be one of the worst made parts about the game. There's like two actual stealth missions in the whole thieves guild playthrough, and only one of them do u actually have to steal something. The rest is just fucking dungeons, and what is it with Skyrim and dungeons? Like why am I killing draugrs for a this guild quest, what's the fucking point of even putting it in the game? College Of Magic Skyrim QuestsYa, just had to rant about how shit the theives guild actually is. I'm trying to grind through it currently just to get invisibility but holy fuck I may end up just quitting this playthrough altogether before I finish this dungeon. I mean the thieves guild atleast encourages you to sneak. You don't have to you can just run in there and murder everyone with a sword but you'll fail a few optional objectives.Not once does it say kill X using magic in the mages quest. Also the thieves guild dungeons were atleast semi designed with sneaking in mind. The most magical things about the mages questline is the runes.Also can we talk about how in the most important dungeon in the college, labyrinthian it steals all of your magicka before almost every section with enemies. Like why?. I'd have to agree to that, maybe the devs think you should be using staves or something?But then again why would you?:/They should've made the college more. College-like maybe, that you have to finish a certain curriculum or something to ensure you have some viable magic ability or maybe an extensive quest that redeems the College in the eyes of Winterhold where magic is pretty much the option to finish it? Such as having to be forced to heal wounded soldiers, destroy some slime monsters that are immune to physical damage, mandatory Enchanting and Alchemy work and you have to complete a number like Thieves guild quest?(though that one was rather mundane). You can use dragon shouts to get through quite a few things. Faralda may let you if you demonstrate a shout during the appropriate circumstances (or persuade, but that's much harder).The wall at Saarthal and the ice/fire barriers in Labyrinthian can also be broken with fire and ice shouts. I'd guess you can do the focusing crystal during the map quest if you had the patience for it.So yes, there are TWO places where you NEED to use magic during the quest. The ward spell during Tolfdir's lesson and using the Staff of Magnus at the end.EDIT: I just retried the crystal focusing bit. You can't do it with shouts, the crystal will only change to 2 states and won't be affected by a nonmagical source of fire (like a torch). That's still only 3 spots you need to cast spells to become the archmage of all of skyrim. Infinity spoilers follow.After around 150 hours, I'm done with my first Skyrim character. She wasn't particularly focused or roleplay-y: S'Rabi joined each of the major guilds (Companions, Dark Brotherhood, College of Winterhold, Thieves'), won the Civil War, finished the main quest and all of the Daedric Quests, not to mention a fuckton of random quests. As such, I was able to measure the various guild questlines, all of which included a fracture of some kind or another. Overall, they were much more satisfying than their Oblivion counterparts, but perhaps the peaks weren't quite as high.Companions (Fighters' Guild). Initially, it seems as if the Companions will be as bland as the corresponding guild was in Oblivion. Skyrim Mage Guild Quest ModBasically, one just cleared caves of bandits and trolls or whatever, and got a bounty of gold. Just like what you would have been doing without a guild. Eventually, the Guild came into contact with a competing guild, the Blackwood Company of Leyawiin. But eventually it was revealed they were a bunch of jerks, and you beat them up. There was a little more to it than that, but overall the questline was quite long and largely uninteresting.In Skyrim, the opening quests are a little more fun, including a brawl with another member for entrance and a couple of fetch quests; it felt like being the rookie on a professional sports team. But then the questline takes a turn for the weird, as it turns out the guild leaders are all werewolves. Yeah.Gaining the ability to turn into a werewolf wasn't too interesting to me with this character. Part of this was this mission came fairly late in the game for me, when S'Rabi was largely quite competent, so the idea of losing all of my weapons and sneaking ability seemed like a terrible trade. Still, it's a nice option to have available, especially early on; the werewolf change manifests as a major power, so one isn't turned against one's will.The quests became less interesting for a bit, since killing werewolf hunters was just like killing any other set of terrible enemies. Consequently, any interest had to come from the guild split subplot.In this case, the old, respected man that has the most influence in the guild, Kodlak Grey-Mane, is having second thoughts about being a werewolf. Hircine, the Daedric Lord of the Hunt and patron of werewolves, has apparently been claiming the souls of the dead werewolf Companions for himself; Kodlak prefers the Nordic afterlife of Sovngard. Adobe reader icon missing. The younger members of the guild have no problem with the powers granted by Hircine, and so there is something of a philosophical split in the Companions. Kodlak comes off well, as an old man who is aware of the follies of his youth, and just wants his soul to end up in the right place.He is on the verge of figuring out how to gain his own soul back when he is killed by the werewolf hunters in the city of Whiterun, where the Companions are based. That scene felt excellent to me; I came back to the city, and citizens were unusually massed around the guild. It felt like a traumatic murder scene on the street. The rest of the guildline revolves around both avenging Kodlak's death and following through his plan to send his soul back to Sovngard where he wanted it.Although fairly short, the Companions' questline takes an oddly personal tone of redemption that gives it more depth than usual. Although I didn't make much of a connection to any of the other characters in the guild besides Kodlak and his lieutenant Aela, the quests are reasonably well plotted and devoid of extra fluff. At least you're not cleaning rats up for once.College of Winterhold (Mage's Guild)Unquestionably the worst guildline in Oblivion belonged to the Mage's Guild. It began with a somewhat interesting set of errand-running for the various guild houses, but quickly devolved into a seemingly endless necromancer killfest. Aside from a quest or two, there just wasn't enough magic there.This is actually a harder problem than it seems to resolve. We implictly believe that the Guildmaster should be a talented member of the guild. There's no problem with this when it comes to Fighters', Theives' and Assassins' guilds; one simply cannot advance in the guild at all without fighting, stealing, and murdering, respectively. But what about magic? In any kind of normal conflict, one can defeat enemies without casting spells. And what if the mage specializes in healing or enchanting or alchemy? How can one test for all possible magic types to ensure competency?Oblivion's approach is to make sure there is a basic competency by teaching the player spells of each magical school during the errand running portion. This was successful: I had an inkling of what each school of magic was good for after these quests. Then I killed a lot of necromancers.One particular quest was an exception, where one character had to solve a magical puzzle and delve into an Ayleid ruin. This also helped to answer the question 'what do in-setting magic users actually do with their free time?' Skyrim borrows heavily from this model in its guild quests.There's a slight entrance test to enter the guild, and a minor tutorial on warding, but the main action revolves around the exploration of ancient tomb and what you find there. The actual investigation (with some other students and a teacher) is quite fun, and feels like what a quirky, irresponsible mage would assign for his students. Finally, a dungeon crawl that is full of mystery!You find an obviously magical but incomprehensible object called the 'Eye of Magnus', and the rest of the quests revolve around it. I had fun with the main quests, but my mildly magical character seemed a little out of place, as expected. She is recruited to do the bidding of the Psijics, a secretive group of mages, but why do the Psijics care about her in the first place? Discovering the Eye implies some sort of responsibility for it, and magical puzzles helped a bit. Overall, it was a fun, short series of highly focused quests, much like the Companions.Oh, what about the standard schism/betrayal?Well, an obvious Thalmor spy stationed in the College that every NPC suspected ended up betraying everyone! He set up some magical barrier and tried to absorb the power of the Eye to destroy the world or whatever. Lucky me, since I had just discovered the perfect magical item (The Staff of Magnus) to solve the problem, I went and solved it. Then killed the mage with ease because no one wears armor in Magicland.After the resolution, where the Psijics remove the Eye from the Guild because it is too awesome for mortal man, I felt manipulated. That's fairly reasonable, though; the invisible, time-stopping wizards showed up to take the powerful thing away so they could have it. It's half deus ex and half totally reasonable, especially with my character being a dunce with spells. The powerful mages recruit a strong fighter with minor ties to the College to do their bidding. After all, mages are weak to a good bashing, and an adventurer really doesn't want to spend an eon meditating on some incomprehensible magical device. I believe I like the direction of the questline much more than when I finished it.The best quest in the guild is a sidequest from one of your fellow students at the College, the Khajiit J'Zargo. The arrogant and competitive mage wants you to test a new spell of his: a modified flame cloak designed to work against draugr (zombies). He gives you ten scrolls of the spell, and asks that you kill at least three draugr and report back with your results.The spell, however, is botched; although it initially works like the usual flame cloak (damages nearby enemies with fire), the spell causes undead who walk into the cloak to explode, dealing a significant amount of damage to everyone in the area, including you. After a few zombies (and a death-induced reload) I finally realized what was happening, and I cracked up. Red alert 3 uprising code. That's the danger of untested magic! Still, one can't be quite sure that that clever Khajiit wasn't just trying to get you out of the way.That's it for the relatively uninteresting guilds. Although not nearly as epic as the DB and Thieves' guilds we saw in Oblivion, the focused quest structure worked quite well, making them far less generic than the corresponding guilds in the previous game.
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