Oblivion:Раминус Полус

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Раминус Полус
Город Имперский Город
Дом Университет Таинств; Arch-mage's Lobby or
Mage Quarters
Раса Имперец Пол Мужской
Уровень 30 Класс Sorcerer
RefID 00034E18 BaseID 00034E15

Доступно 10am-6pm, 8pm-1am every day
Золото 15 Торговля Новичок (18)
Заклинания Шаблон:Spells Sold
Дополнительная информация
Здоровье 190 Магия 250
Ответств. 50 Агрессия 5
Важный Always
Фракции IC Citizens; Arcane University; Mages Guild (Master-Wizard); Nobility (0)
Raminus Polus in the Arch-Mage's Lobby

Raminus Polus, an Имперец sorcerer, is a Master-Wizard of the Гильдия Магов who sells spells at the Университет Таинств in the Имперский Город. If you complete the mages guild questline, Raminus and the player become the only members of the Council of Mages.

He assigns you the majority of the quests in the guild's questline and will also promote you as you advance through it; with the exception of Arch-Mage, which he will rather acknowledge than present you with. When you have completed all of Recommendation quests, he will grant you access to the Arcane University. If you ask around for a cure to вампиризм, you will be directed to him. During the Гильдия воров questline, when Hrormir's Icestaff goes missing due to reduced guard activity, he will send a Dremora messenger to Hieronymus Lex to demand that they be reinstated.

He lives a very relaxed life in the University, as most high-ranking Mages Guild members do: he sleeps in a bed in the Mages' Quarters from 1am until 8am, when he exits the building to reach the Arch-Mage's Lobby, where he will be found for most of the day. When he arrives, he immediately sits down for a two-hour breakfast. From 10am until 6pm he will be found pacing restlessly around the Lobby; breaking off at midday for a three hour reading time. After eating a two-hour dinner while sat down on one of the benches, he leaves the Lobby for some fresh air and an evening walk around the University campus. At 10pm he will return to the Lobby, where he will spend the next three hours wandering around sleepily, before heading to bed.

He wears the standard mage's robe and a pair of gold trimmed shoes. He also carries a copy of the standard text Manual of Spellcraft and a sizable amount of gold. He doesn't wield any weapons, relying instead on a set of high-level spells from all of the magical schools. These are also the same spells that you can buy cheaply off him, since his Торговля is a mere 18. He will offer his services when not eating or sleeping.

Quest-Related Events

Join the Mages Guild

When meeting Raminus for the first time he will welcome you to the Arcane University. When asked about the mages guild he will instruct: "If you wish to become a part of the Mages Guild, seek out the heads of the local guild halls. They will instruct you further." After you have obtained at least one recommendation he will comment: "You haven't yet been given recommendations from the necessary individuals, Associate. Keep working at it." As soon as you have received all the recommendations from the guild halls, he will give you a warm welcome: "Hello, Associate. It seems you've obtained the final recommendation you required." He will continue: "I have received recommendations from all the local guild halls in Cyrodiil. You have done very well for yourself. You may now enter the University. As a full-fledged member of the Mage's Guild, I now also promote you to the rank of Apprentice, and grant you the Robe of the Apprentice. Take a moment to try it on, and then we shall speak of what comes next for you." When you approach him afterwards he will reflect on the state of the guild itself: "We come to the real work at last. You have, no doubt, seen some of the worst the guild has to offer. As much as we try to hold mages to a higher standard, they are only human. What I hope you will now see is that while the guild can be disjointed and misused, it can also achieve some wonderful things. Now you have an opportunity to engage in more meaningful tasks, and continue with your advancement through the guild." On the subject of the guild itself he will give you a bit of insight on the Arcane University: "The Arcane University has been here for nearly as long as the Mages Guild has been in Cyrodiil. It has been our home for ages." If ever you ask for advancement before completing the appropriate task he will reply: "You do not yet qualify for further advancement in the guild."

A Mage's Staff

When you are ready to begin your first task he will inform you: "Before you can begin work for the guild, you'll need to do something for yourself. Every mage carries a staff. It is crafted and enchanted by the guild, and is a symbol of status. You need such a staff." When you proceed to discuss the staff he will instruct: "The wood used for staves comes from a grove to the northeast of the Imperial City, near Wellspring Cave. Several mages tend to the grove, and should be able to assist you. Speak with either Zahrasha or Elette when you arrive. And choose wisely." If you need more information he will add: "Wellspring Cave lies to the northeast of the Imperial City. The mages there can assist you."
Once sacred, now tainted
He will also repeat the task: "You have your task. Acquire wood for a staff from the grove outside Wellspring Cave." When you have finished conversing with him he will say: "You shall have a true Mage's Staff soon." If you re-enter conversation he will be suprised: "You should be out acquiring a Mage's Staff for yourself. What do you need?"

Once you have returned from Wellspring Cave he will be astonished: "What? Necromancers at the cave?" On the subject of Necromancers he will express his disbelief: "Eletta and Zahrasha dead? I can't believe it! They've never been so bold before now. Always hiding in the shadow, staying away from the guild. What could have prompted this? I'll need to speak to the council about this. Thank you for relaying the information. Now tend to your staff, and your wounds, if necessary. Delmar at the Chironasium can help you with the staff. See him right away." If further asked about the staff he will repeat: "Now that you have the wood, speak with Delmar at the Chironasium." Until you finish your staff he will always say: "You have your task. Find Delmar, and ask for his help."

Once you have completed the Mages Staff quest, you may hear Mages Guild members commenting on the Wellspring situation: "It sounds like the Council of Mages has been holding extra meetings recently. I'm not sure what that means." or "Arch-Mage Traven was right to ban Necromancy from the guild. Look at what they've done; they've gone and killed several of us!"

Ulterior Motives

Once you have claimed your staff he will be ready to give you your next assignment: "I have a new task for you." If ever you attempt to start your new task without first being promoted he will inform you: "Before we begin, we must first discuss your advancement within the guild." When you speak of advancement he will be delighted to tell you: "In accordance with guild rules, you now qualify for the rank of Journeyman. May you wear your rank well." He will then explain your next task entitled Ulterior Motives: "The Council is investigating what happened at Wellspring Cave. Many of our resources are devoted to the task, leaving our ranks spread thin. There is a related book that needs to be recovered. It was recently loaned to Janus Hassildor, the Count of Скинград. I'd like you to retrieve it. I understand this may not seem the most important of tasks, but still... it needs doing, and you are one of the few available to do it. A note of caution: Skingrad is an... unusual place. Be prepared for the unexpected." On the topic of the Count he will describe him: "The Count is an reclusive man, and sometimes difficult to see. Hopefully, your status as a representative of the Guild will aid you. Speak with the castle steward when you arrive." When asked about Skingrad he will describe its location to you: "The city lies southwest of the Imperial City. The castle overlooks the city from a steep hill. You should have no trouble finding it." If spoken to again, Raminus will expect it to be taken seriously: "You have your task. Perform it as well as you would any other."

Once you have spied on Hassildor he will ask you: "Have you been to Skingrad, and seen Count Hassildor?" When you fill him in on the events he will be surprised: "Saved you, did he? Well, that's a good sign. I must apologize. It was never the Council's intention to put you in harm's way." He will tell you why he lied to you: "The Count's unique nature is not public knowledge. The Council wishes to keep it that way. At the time, it was believed there was no reason to inform you, since it was not crucial to the task you were given. For that reason, I was unable to disclose more about his true identity to you. Clearly that judgment was in error. I apologize." He will continue, to inform you why you were sent: "Arch-Mage Traven feared that sending a high-ranking official with the guild might draw too much attention, and provoke a reaction from the Count. We were also concerned that it might drive any necromancers in the area underground, making them difficult to root out." He will explain further: "We simply wanted to survey the situation in Skingrad. Our relationship with Hassildor is tenous at best. The Council has agreed to keep his nature a secret, and in exchange he occasionally provides us with useful information." He will then expose the Count's true nature: "As a vampire, the Count has few allies he can trust. He has disguised his nature from most, but cannot hide it from the Council of Mages. So, he approached us with an accord. As you have seen, that agreement is under a great deal of strain latley. The Count does not agree with certain policies the guild has established." He will assure you of the guild's intentions to protect a vampire: "It's not quite that simple. Hassildor is powerful, to be sure, but the Council does not consider him a threat. After all, he has ruled over Skingrad for quite sometime without incident." Raminus will admit their lack of trust in the Count: "We feared Hassildor may have been involved with the Necromancers. Thanks to your involvement, it would seem that he is not. At least, not for the moment. We will continue to monitor the situation, but I assure you we will make no further attempts to mislead you. You have done your job admirably, and I thank you for it."

Once you have completed the Ulterior Motives quest, you may hear Mages Guild members commenting on situation: "I've heard that the Council of Mages is taking advice from outsiders. I'm not sure how I feel about that."

Vahtacen's Secret

When you are ready, speaking with Raminus will give you your next assignment: "I have a new task for you, and I assure you there are no Necromancers involved." You will be eligible for advancement: "Your services to the guild have not gone unnoticed. As of this moment, you have gained the rank of Evoker. Along with your new rank, please take this amulet. May it help keep you safe in times of danger." He will then proceed to give you the Spelldrinker Amulet. To receive your next mission speak with him further: "Are you ready for it? If not, I understand. You've been through quite a bit latley." If you need more time he will be understanding: "As I said. I fully understand. I shall be here when you feel you are prepared." If instead you insist you are ready he will instruct you further: "Very well. There's a research project going on at one of the Ayleid ruin sites on the eastern side of the province. Irlav Jarol is in charge of the project and is apparently in need of some help. I thought you might need a break, after the things you've been exposed to latley. You can find Irlav in the Arch Mage's Tower." Raminus will tell you more about Irlav if you're interested: "He's a good man, but Council matters have distracted him latley, and he's been neglecting his other work." He will point you towards Irlav for more information on your task: "Speak with Irlav Jarol. He can give you the details you need." When exiting dialogue he will remind you: "Irlav should be waiting for you." When speaking to Raminus he will again remind you of your task: "You should be helping Irlav Jarol, shouldn't you?" You will then have to seek out Irlav Jarol to learn about the Vahtacen's secret. After receiving your task from Irlav, Raminus will wish you luck: "Good luck with Irlav's project." Once you have delivered the Ancient Elven Helm to Irlav, Raminus will express his gratitude: "Good work at Vahtacen. Jarol is quite pleased with the information now coming in about the site. There is another predicament which I believe you can also help resolve, if you feel ready for it." If you are not ready he will be patient: "I shall be here when you are ready." You are now eligible for advancement and Raminus will inform you of your importance: "You become more valuable to the guild with each passing day. The guild wishes to reward that, and so you are raised to the rank of Conjurer. Accept these robes, and wear them with pride." He will proceed to give you the Robe of the Conjurer. When you return to him for your task he will ask you "Are you prepared to begin your next task for the guild?"

Once you have completed the Vahtacen's Secret quest, you may hear Mages Guild members commenting on the situation of the ruins: "It's good to know that valuable research is still going on, even though things seem to be a bit more tense lately." or "Someone finally solved the problems with research at Vahtacen. You'd think the Council would know more about the Ayleids by now."

Necromancer's Moon

When you are ready to begin the task he will inform you: "Excellent. You have become most reliable, and I assure you that the Council appreciates it. Now, to the matter at hand. In order to deal with the apparent growing problem of Necromancers in Cyrodiil, the Council needs as much information as possible. The Mystic Archives have been consulted with minimal success. Guild members are investigating other avenues, but I believe more can be learned here." He will proceed to say: "What little we know makes no sense in a larger context. For example, why was Falcar -- who we know now to be part of this cult of Necromancers -- in possession of Black Soul Gems? The Arch-Mage has other reports of these gems being associated with Necromancers, but we do not know why. We don't even know what they do. We have overlooked these questions because we are so focused on rooting out the Necromancers as quickly as possible." He will continue, instructing you on how you can help: "I'd like you to speak with Tar-Meena at the Mystic Archives. She is our specialist on magicka arcana, and has been helping gather information. I believe we have been asking her the wrong questions, taxing her to much with vague attempts to make sense of all that we know. Speak with her specifically about these Black Soul Gems. If she knows anything about their powers or creation. An insight to their origins may lead us to those who are responsible for them." He will describe Tar-Meena: "Her expertise in arcane knowledge and lore could be invaluable to us, if we can make proper use of it. She can likely be found in the Archives now, poring through materials on Necromancy. She stops only to sleep, at the Arch-Mage's request." Upon ending conversation he will ask you to make haste: "Report back as soon as you can." If you engage in further conversation he will ask: "Has Tar-Meena been of use gathering information about the Necromancers?" Once you have retrieved the book Necromancer's Moon from The Mystic Archives, he will praise you for your efforts: "Excellent work. I believe this will be of use to the Council. I shall make sure they're made aware of its contents. Hmm. I have never heard of this "Shade of the Revenant." Some sort of celestial phenomenon? If that's correct, then Bothiel would be most likely to know something about it, as the caretaker of the Orrery. She should be on University grounds." He proceed to remove the text from you inventory. You will then be expected to seek out Bothiel, see here for potential problems when trying to locate her. Raminus will provide you with a brief overview of the Orrery: "A most fascinating contraption. Bothiel is one of the few who understand how it worked, and kept it running." Raminus will advise you to quickly seek out Bothiel for the Council: "Bothiel may know more about this "Shade of the Revenant" referred to in the book you've given me. Speak with her."
The birth of dark powers
After conferring with Bothiel, Raminus will be eager for information: "So, Falcar expressed interest in this Revenant as well, and left this note behind, did he? Perhaps we should look into it for more clues. This lists several locations. The first is "The Dark Fissure," which I recognize; it's a cave in the mountains south of Cheydinhal. If there is indeed an altar there, as the note suggests, I believe this cave is directly related to the contents of the book. Go to the Dark Fissure the next time this "shade" occurs. Search for any connection to what we've learned, and report back. Please, be careful. Anything you find is of no use to us if you do not survive. I believe we are dealing with powerful forces here. Do not put yourself in harm's way, if it can be avoided." He will end the conversation with advice: "Be careful." He will ask you of your progress if spoken to further: "Have you been to the Dark Fissure yet? We need to know all we can about the Necromancers." Once you have visited Dark Fissure, (which is conveniently located by the Vahtacen ruins) and told Raminus about the crafting of black soul gems, he will be worried: "So, you saw them? The altars must be infused with some kind of power to change over the soul gems. I shall pass the news on to the Council. Most troubling, indeed, to know that these are not merely myths. I also fear their numbers may be greater than we believed. You have again performed admirably. You have my thanks, and that of the Council as well." As well as Raminus' praise, he will also promote you for your services: "You are Conjurer no more. Guild members shall now address you as Magician. Congratulations." Once you are ready to proceed through the guild Raminus will inform you that you now answer to the Arch-Mage: "Seek out Arch-Mage Traven. He has personally requested that you see him for your next assignment."

After this quest is complete, fellow guild members may ask you: "Have you heard anything more about what the Council knows about these Necromancers? Something's not right."

Liberation or Apprehension?

Apparently a spy for the Council has stopped contacting the guild about necromancer activity. Raminus will tell you that Traven wishes you to take on the assignment. "Your tasks now come directly from Arch-Mage Traven. Please speak with him if you're unsure what you should be doing." Once you have spoke with the Arch-Mage and located the lost Mucianus Alias, Traven will point you to Raminus for further advancement within the guild: "Before we continue, you should speak to Raminus Polus about your advancement within the guild." Raminus will promote you to the rank of Warlock: "Your role within the guild becomes ever more essential. You have now attained the rank of Warlock, and are freely able to access the Council Chamber."

After advancing to the rank of Warlock, guild members can be heard saying: "Something has gone seriously wrong at the Arcane University. I heard that a high-ranking member was killed in some sort of ambush." or "The Mages Guild has been attacked by Necromancers. This proves they can't be trusted!" or "I think the rumors about Necromancers are completely untrue. I've heard some crazy things, and I don't believe any of them." or "The Council seems very interested in this new group of Necromancers that has sprung up. I wonder how things will play out."

Information At A Price

The Count of Skingrad has information concerning Necromancy. After speaking with Traven you will be sent to Skingrad to learn this information, however the Count will only trade it you for your services. You will be asked to destroy a vampire nest at Bloodcrust Cavern and to eliminate some vampire hunters to learn of Mannimarco's return. Unlike previous quests, upon completion you will not be eligible for promotion.

After completing this quest some mages may be heard saying: "I've heard rumors about the Council of Mages consorting with outside sources. Why are outsiders interfering with our guild?"

A Plot Revealed

Arch-Mage Traven will soon ask for your assistance again. Bruma Chapter Head Jeanne Frasoric has not been in contact, which although a pleasant respite, unusual behavior. Once you have investigated the Bruma guildhall and found all but J'skar dead and reported back to Traven, he will thank you for your efforts and ask that you speak with Raminus for a promotion. Raminus will praise you for your efforts: "Truly, you are an asset to the guild. I reward you with the rank of Wizard, and teach you a most powerful spell." You will be taught the Wizard's Fury spell, which does multiple elemental damage on target.

After completing this quest, Mages Guild members may be heard saying "The Bruma guild hall has been decimated. Our hall could be next!" or "Necromancers have attacked our very homes. What could be next?"

The Bloodworm Helm and The Necromancer's Amulet

There have been disagreements as of late between Council members as of how to respond to the Necromancer's assault upon the guild. The Council has lost its confidence in Traven's ability at protecting the guild, and many fear that the Arcane University will be the next target. Therefore Irlav Jarol and a band of mages have fled to Fort Teleman to study and protect the necromancy artifact called the Bloodworm Helm. Caranya has also taken a group of mages as well as the artefact known as the Necromancer's Amulet to the mountain ruin of Fort Ontus where she aims to wield the amulet's power to use against the King of Worms. In seperating the two artefacts, the Council hopes to prevent Mannimarco from regaining them to reach his full power. Traven's list of allies grow thin and so he requires your help to retrieve the amulet and helm as he fears they may be targeted by necromancers. It turns out that Caranya is in fact a dark servant of Mannimarco and she, along with her fellow necromancers, plan on handing over the amulet to the King of Worms. She never anticipated that you would get involved and once dealt with, the amulet can be safely hidden in the university. Meanwhile at Fort Teleman, Irlav Jarol has been assassinated by Necromancers who have arrived to claim the Helm. After fighting your way through the fort and after collecting the Helm, it must be secured back at the university. Once both items have been reclaimed, Traven will give you his gratitude as well as curse Caranya's betrayal and mourn Irlav's death. He will secure the two items where they can never be accessed again. He will then request you speak with Raminus Polus for a much deserved promotion. Raminus will be more than happy to promote you to the rank of Master-Wizard: "I can truly consider you an equal, and so grant you the rank of Master-Wizard. There is no higher rank which I can bestow upon you. You have my congratulations, and my thanks.

After completing both the Bloodworm Helm and the Necromancer's Amulet quests, the following rumors may be heard: "The Council has turned on Traven. Things couldn't possibly get any worse for the guild." or "Without the Council of Mages to guide us, how will we stand up to the King of Worms?" or "The Council of Mages has been dissolved. Arch-Mage Traven has been deserted. He's all we have left." or "Mannimarco himself is in Cyrodiil, hunting us down. None of us are safe!"


Traven has heard word that the enemy have constructed a new powerful soul gem that must be recovered at all costs. Once you have defeated the traitor Falcar at Silorn and returned the gem to Traven, there will be only one thing left to do: Defeat Mannimarco.

Once you have completed the quest, you may hear the following rumors: "I don't know what it was, but something important was taken away from Mannimarco. Maybe there is a chance he can be defeated." or "Traven might get us through this yet. I hear that the Necromancers were handed a significant defeat at Silorn."

Confront the King

Mannimarco, King of Worms

After witnessing Traven's heroic sacrifice, you will be tasked with hunting down and killing the King of Worms. When you return to the University after having slain Mannimarco, he will be the first to greet you: "Arch-Mage! You have returned! Mannimarco has been defeated? I can hardly believe it! The King of Worms is no more! I... I received a note from Arch-Mage Traven. I know what he did for us, and that he selected you to take his place. I will mourn for him during my own, private time. For now, I cannot help but rejoice. You have brought safety to the guild, and I thank you. I have already sent word to all the local guild halls that you are now in charge. Congratulations, Arch-Mage." From this point on, you will be recognized as Arch-Mage. You will receive a set of Arch-Mage Robes and a matching hood which are both unenchanted. You will also gain unlimited access to all areas of the University (with the exception of the Orrery.)

Alchemy Acquisitions

After Raminus has given you his speech you can then talk to him about your privileges, in particular ingredient collecting: "As the Arch-Mag, you are entitled to certain privileges. In addition to the full use of all Guild facilities, there is one service available to you. Julienne Fanis has long served Arch-Mage Traven in collecting alchemical ingredients for his personal research. as the new Arch-Mage, I'm sure she'll extend the service to you as well. At your convenience, consult her at the Lustratorium." This marks the end of the Mages Guild questline.

Vampire Cure

If you ever contract Porphyric Hemophilia and become a Vampire and wish to cure yourself of it, there are few who know how. If you speak with Vicente Valtieri of the Темное братство he will point you towards Raminus for a cure: "A cure? Yes... Yes, I believe it's possible. A mage named Raminus Polus has done some research. He's in the Imperial City, at the Arcane University." If you are not a member of the Dark Brotherhood, any chapel healers can tell you: "A cure? You mean, besides death? Such a thing is beyond our control. The body is so warped by vampirism, few would be able to revert its effects. Even fewer would care to try. The guild of Mages might know more. Speak with Raminus Polus; he may be able to guide you." When you speak with Raminus about the cure he will be happy to help: "I am pleased you would ask. There is a way, though it is not known to me. Count Hassildor has done the most recent research on a cure, I believe. He has what you might call a vested interest in the subject. I suggest you travel there, and seek an audience with him. Given your condition, I believe he may assist you." He will continue: "I suggest you petition to see Count Hassildor in Skingrad. He will be interested in your condition." Raminus will play no further role in this quest.

Mage's Guild Suspension

If you have been suspended from the Mages Guild, you will have to speak with Raminus Polus who will be quite disappointed. If it was theft he will say: "It is unfortunate that we should meet under these circumstances, Associate. You have been found guilty of theft. As such, your guild privileges have been suspended. If you wish to be reinstated, you must perform a service for the Mages Guild? Are you willing to do so?" If you refuse he will be harsh: "If you cannot perform a simple function for the guild, you are clearly undeserving of membership in it." If you want to be reinstated in the guild he will give you the task of restocking alchemy supplies: "Very well. Make no mistake: this task is simple , but has a purpose. In selflessly serving the guild, at risk to yourself, while putting your own feelings aside, you prove your devotion to the cause. You will help replenish alchemical supplies for the guild. Deliver 20 (Ingredient), and 20 (Ingredient) to me. Surprised? Annoyed? It is not unexpected. Nevertheless, that is your path to re-acceptance in the guild." If you speak to him again he will be eager for you alchemy supplies: "Have you returned with the materials you were sent to collect?" If you attempt to lie he will be aware of it: "You do not have all the materials you were told to collect. Return when you have everything." If you admit you have not yet collected them he will state: "Then we have no further business at this time. Return when you have gathered the supplies." When you have finally collected the items he will forgive you: "Very good. For retrieving these items, your status in the guild will be restored. Know however, that you have only one more such chance available to you. The guild does not take these infractions lightly. Now, you may continue about your business." If you are suspended a second time he will say: "I am very disappointed. I had hoped we would not meet again under these circumstances." If it was for killing a guild member he will say: "You have been suspended from the guild for the death of a guild member. Are you willing to do what is necessary to make amends?" If you say no, he will retort: "Then you shall remain suspended from the guild. If this is your attitude, perhaps we are all better off for it." When you are ready to redeem yourself he will say: "Very well. Bring me 20 (ingredient) and 20 (ingredient), and your guild privileges will be restored. I can only hope that putting your life at risk for the guild will put things in perspective for you, and help you to value the privileges it offers." If you speak with him again without the ingredients he will say: "Have you returned with the ingredients you were sent to find?" "No? Then I suggest you return to the world and gather them. We have nothing to discuss otherwise." If you try to lie he will be insulted: "Would you even now attempt to trick me? You do not have what I requested. Return only when you have the ingredients. You waste my time otherwise." When you have found the items, he will say: "You have completed your task, and so your privileges in the guild will be restored. Know this: There will be no further leniency. Any more violations, and you will be permantly expelled from the guild."


During the Thieves Guild quest Misdirection, the Waterfront district will be raided by the Imperial Legion led by Captain Lex in an attempt to capture Armand Christophe. This causes all business in the Thieves Guild to be shut down. The player along with other thieves will be needed by the Guild to draw attention away from the Waterfront. The Imperial Battle-mages that guard the Arcane University will be removed and stationed in the Waterfront. The player must then steal an artifact called Hromir's Ice Staff from the University and leave a note. Upon discovering the artifact's disappearance, Raminus Polus will immediately send word to Captain Lex in the form of a Dremora to return the Battle-mages to the University before anything else is stolen. Infuriated at his defeat, Lex has no choice but to relinquish his hold over the Waterfront. He leaves behind a note from Raminus that explains the ordeal. The Guild then requests the player return the staff as agreed in the note.

Quests Given

Mages Guild


Связанные квесты

Mages Guild

Thieves Guild


  • If you speak with Vicente about the cure for vampirism, it will oddly activate the Darkness Eternal quest.
  • If you are currently suspended from the Mages Guild, Raminus will not speak about the Vampirism Cure until you are reinstated.
  • After the 'Necromancer's Moon' quest be sure to remember to ask Raminus for a promotion, as it is possible to move on to 'Liberation or Apprehension?' without actually being promoted. This is mostly insignificant, apart from costing you an achievement on the Xbox 360.


He sells the following spells:

Spell Name Level Cost Effects
Open Hard Lock Expert 176 Open Hard Lock on Target
Oppressing Grasp Expert 158 Burden 75pts for 30sec on Touch
Pack Mule Expert 183 Feather 150pts for 300sec on Self
Shield Expert 151 Shield 40% for 30sec on Self
Bound Sword Expert 352 Bound Sword for 15sec on Self
Fire Storm Expert 378 Fire Damage 50pts in 15ft on Target
Heat Blast Expert 258 Fire Damage 70pts on Target
Ice Bolt Expert 255 Frost Damage 70pts on Target
Ice Storm Expert 373 Frost Damage 50pts in 15ft on Target
Lightning Ball Expert 243 Shock Damage 20pts in 15ft for 2sec on Target
Lightning Blast Expert 269 Shock Damage 70pts on Target
Ghostwalk Expert 240 Невидимость for 60sec on Self
Immobilize Expert 332 Paralyze for 7sec on Touch
Mute Expert 303 Silence in 15ft for 15sec on Target
Torchlight Expert 183 Light in 50ft for 240sec on Self
Terrifying Presence* Master 507 Demoralize up to level 17 for 30sec on Target
Superior Dispel Expert 219 Dispel 150pts on Self
Superior Life Detection Expert 220 Detect Life in 120ft for 60sec on Self
Superior Spell Reflection Expert 323 Reflect Spell 20pts for 20sec on Self
Fortify Magicka Journeyman 69 Fortify Magicka 30 едн. for 60sec on Self
Heal Superior Wounds Expert 246 Restore Health 25pts for 4sec on Self

Шаблон:Unique Spells Notes

Purchased Spell Notes
  • The magicka cost for most purchasable spells matches the value you would calculate from the Spell Cost equation. In other words, if you were to create the same spell at the Spellmaking Altar, it would have the same magicka cost as the purchasable spell. There are a few exceptions. Spells that are a bad deal, i.e. more expensive than a custom spell, are in red; spells that are a good deal are in green. The magicka cost if you were to create a custom spell at the Spellmaking Altar is shown in parentheses.
  • The magicka cost for spells is dependent upon your skill in the school (as modified by Luck, see Magic Overview). The provided baseline values are the magicka cost when your skill level is 33. For other skill levels the magicka cost can be determined from:
Cost * (1.4 - 0.012 * Skill)
  • More powerful spells cost more to buy, have a higher skill requirement, and consume more Magicka.
  • Level indicates what skill level you must reach (or surpass) in order to use a spell. Skill Level 0-24 = Novice, 25-49 = Apprentice, 50-74 = Journeyman, 75-99 = Expert, 100 = Master.
  • The base cost in gold that you must pay to purchase a spell is always three times the current magicka cost of the spell, taking into account your character's skill level and Luck. (The actual cost you pay is further increased based on how well you haggle with the merchant.) Therefore, if you have any Fortify Skill or Fortify Luck spells/potions handy, you can get significantly better deals when purchasing spells.