Online:Mages Guild
The Mages Guild is an association dedicated to magical learning found all over Tamriel. To gain reputation with them, you must bring them lost tomes of Tamrielic lore. Each lorebook adds five points to the Mages Guild skill line, and an increasing number of points is required to gain a rank. Good relations with the guild can earn you new skills, perks, and abilities. The Mages Guild quest line is focused around the Daedric Prince of Madness, Sheogorath.
The Mages Guild, along with the Fighters Guild, is also at the head of an assault into Coldharbour which takes place at the culmination of the Alliance Storyline and Main Quest. Note that progression through the Mages Guild quest line does not affect this in any way.
Índice
Quests
- Joining Quests
- Curinure's Invitation: Visit the local Mages Guild.
Nemarc's Invitation: Accept an invitation to join the Mages Guild.
Rudrasa's Invitation: Seek out the Mages Guild.
- Long Lost Lore: Recover books from a local ruin and uncover the secrets of its author.
- Simply Misplaced: Recover two items that the Mad God claims to have misplaced.
- Circus of Cheerful Slaughter: Take part in Sheogorath's production, The Folly of Isolation.
- Chateau of the Ravenous Rodent: Explore Sheogorath's dark manse to recover the final book.
- The Mad God's Bargain: Release Shalidor's sanctuary from Sheogorath's lingering hold.
- The Arch-Mage's Boon: Accept Shalidor's gift of the Eidetic Memory.
Skill Perks
- Notes
- The numbers displayed here are the base values for the skills. Magicka/Stamina Cost is based on a character of Level 4, wherein each additional level increases the Magicka/Stamina Cost by 10% of this value. Damage values are based on Max Magicka/Stamina 1000, and Weapon/Spell Damage 0. The actual numbers you see in the game may depend on a variety of factors, including skill line rank, your equipped weapons and armor, other skills, enchantments, etc. As such, they should only be used as a comparative reference.
Ultimate Abilities
These abilities must be activated manually, for a cost of Ultimate.
Name | Line Rank | Cast Time | Target | Range | Radius | Duration | Cost | ||
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Meteor | 10 | Instant | Self | 28 meters | - | 0 seconds | 200 Ultimate | ||
Call a comet down from the constellations to blast an enemy, dealing [186 / 187 / 190 / 193] Fire Damage to all enemies in the area and knocking them back. After impact, enemies in the target area take 60 Fire Damage every second for 10 seconds. | |||||||||
Ice Comet | Deal increased damage that is now Cold and snares. Call a comet down from the constellations to blast an enemy, dealing 214 Cold Damage to all enemies in the area, knocking them back, and reducing their Movement Speed by 85% for [5 / 6 / 7 / 8] seconds. After impact, enemies in the target area take 60 Cold Damage every second for 10 seconds. |
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Shooting Star | Gain Ultimate for each enemy hit. Call a comet down from the constellations to blast an enemy, dealing 194 Fire Damage to all enemies in the area and knocking them back. Grants you [9 / 10 / 11 / 12] extra Ultimate for each enemy hit. After impact, enemies in the target area take 60 Fire Damage every second for 10 seconds. |
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Active Abilities
Name | Line Rank | Cast Time | Target | Range | Radius | Duration | Cost | ||
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Magelight | 2 | Instant | Self | - | - | Toggle | 262 Magicka | ||
Cost: [300 / 287 / 275 / 262] Magicka Summon a mote of magelight to enhance your spellcasting, granting you Major Prophecy, which increases your Spell Critical rating by 10. While toggled, your Max Magicka is reduced by 5%. |
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Inner Light | Increases Max Magicka instead of reducing it. Summon a mote of magelight to enhance your spellcasting, granting you Major Prophecy, which increases your Spell Critical rating by 10. While toggled, your Max Magicka is increased by [2 / 3 / 4 / 5]%. |
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Radiant Magelight | Nearby friendly targets take less damage from stealth attacks. Summon a mote of magelight to enhance your spellcasting, granting you Major Prophecy, which increases your Spell Critical rating by 10. The mote also reveals hidden or invisible enemies, prevents being stunned by stealth attacks, and reduces damage from stealth attacks by [50 / 52 / 54 / 56]% for you and nearby allies. While toggled, your Max Magicka is reduced by 5%. |
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Entropy | 4 | Instant | Enemy | 28 meters | - | 12 seconds | 225 Magicka | ||
Bind an enemy with chaotic magic, dealing 150 Magic Damage over 12 seconds and restoring [0 / 1 / 2 / 3](?) Health to you plus an additional [0 / 1 / 2 / 3](?) every 6 seconds. Also grants you Major Sorcery, increasing your Spell Damage by 20%. | |||||||||
Degeneration | Your weapon attacks against target restore Health. Bind an enemy with chaotic magic, dealing 150 Magic Damage over 12 seconds and restoring 3 Health to you plus an additional 3 every 6 seconds. While active, your weapon attacks have a 15% chance to heal you for [100 / 105 / 110 / 115]% of damage caused. Also grants you Major Sorcery, increasing your Spell Damage by 20%. |
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Structured Entropy | Increases Max Health while ability is slotted. Bind an enemy with chaotic magic, dealing 156 Magic Damage over 12 seconds and restoring 3 Health to you plus an additional 3 every 6 seconds. Also grants you Major Sorcery, increasing your Spell Damage by 20%. While slotted, your Max Health is increased by [5 / 6 / 7 / 8]%. |
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Fire Rune | 6 | Instant | Ground | 28 meters | 3 meters | 30 seconds | 562 Magicka | ||
Inscribe a rune of cosmic fire on the earth that blasts an enemy entering the target area for [76 / 77 / 79 / 81] Fire Damage. | |||||||||
Volcanic Rune | Enemy is knocked in the air. Inscribe a rune of cosmic fire on the earth that blasts an enemy entering the target area for 81 Fire Damage, knocking them back and stunning them for [3 / 3.333 / 3.666 / 4] seconds. |
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Scalding Rune | Enemies also take Flame Damage over time. Inscribe a rune of cosmic fire on the earth that blasts an enemy entering the target area for 76 Fire Damage plus an additional [56 / 64 / 72 / 80] Fire Damage over 10 seconds. |
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Equilibrium | 8 | Instant | Self | - | - | 0 seconds | (?) Health | ||
Barter with Oblivion to trade vitality for power, sacrificing 220(?) Health in exchange for [100 / 102 / 104 / 106](?) Magicka. The exchange prevents you from healing yourself for 4 seconds, but you can receive healing from other players. | |||||||||
Spell Symmetry | Reduces the cost of your next spell. Barter with Oblivion to trade vitality for power, sacrificing 220(?) Health in exchange for 106(?) Magicka. Also reduces the Magicka cost of your next ability activation by [25 / 26 / 27 / 28]% if activated within 5 seconds. The exchange prevents you from healing yourself for 4 seconds, but you can receive healing from other players. |
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Balance | Adds Health recovery. Barter with Oblivion to trade vitality for power, sacrificing 220(?) Health in exchange for 106(?) Magicka. Also grants you Major Fortitude, increasing your Health Regeneration by 20% for [17 / 18 / 19 / 20] seconds. The exchange prevents you from healing yourself for 4 seconds, but you can receive healing from other players. |
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Passive Abilities
Name | Line Rank | Skill Rank | Description | |
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Persuasive Will | 1 | Allows you to Persuade NPCs in conversation. | ||
Mage Adept | 3 | Reduces the Magicka and Health costs of Mages Guild abilities by 8%. | ||
(?) | Reduces the Magicka and Health costs of Mages Guild abilities by 15%. | |||
Everlasting Magic | 5 | Increases the duration of Mages Guild abilities by 10%. | ||
(?) | Increases the duration of Mages Guild abilities by 20%. | |||
Magicka Controller | 7 | Increases your Max Magicka and your Magicka Recovery by 1% for each Mages Guild ability slotted. | ||
(?) | Increases your Max Magicka and your Magicka Recovery by 2% for each Mages Guild ability slotted. | |||
Might of the Guild | 9 | Casting a Mages Guild ability has a 50% chance of granting Empower, increasing the damage of your next attack by 20% as long as it's activated within 5 seconds. | ||
(?) | Casting a Mages Guild ability grants you Empower, increasing the damage of your next attack by 20% as long as it's activated within 5 seconds. |
Reputation
All guilds use reputation for leveling purposes. Mages Guild Predefinição:ESO Reputation Reputation is gained by finding Lorebooks. Each Lorebook recovered grants Predefinição:ESO Reputation, while completing a collection of lorebooks grants Predefinição:ESO Reputation. It takes Predefinição:ESO Reputation Reputation points to reach Mages Guild Rank 10, and it is possible to earn Predefinição:ESO Reputation by collecting all Lorebooks within your home alliance territories, Coldharbour and Cyrodiil. The remaining Predefinição:ESO Reputation must come from the zone collections in the Veteran alliance areas.
Rank | Reputation Required for Next Rank |
Total Reputation for Rank |
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1 | 70 | 0 |
2 | 90 | 70 |
3 | 110 | 160 |
4 | 130 | 270 |
5 | 150 | 400 |
6 | 170 | 550 |
7 | 190 | 720 |
8 | 210 | 910 |
9 | 260 | 1120 |
10 | - | 1380 |
Notes
- For historical information on the Mages Guild, see the lore article.
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