Your Path to the Highest Magical Office in Cyrodiil
You stand before the Arcane University, its towering spires piercing the sky over the Imperial City. Inside, the Council of Mages governs all magical study in Cyrodiil, and at its head sits the Arch-Mage. Perhaps you’re a dedicated spellcaster who has mastered the schools of magic, or maybe you’re a stealthy agent who just wants the powerful rewards and prestige that come with the title. The journey to become Arch-Mage in The Elder Scrolls IV: Oblivion is one of the game’s most rewarding faction questlines, offering unique spells, a legendary staff, and your very own wizard’s tower.
This guide will walk you through every step, from gaining entry to the University to outmaneuvering your rivals and claiming the top seat. We’ll cover the prerequisites, each main quest, key decisions, and how to handle common obstacles, ensuring you successfully navigate the politics and perils of the Mages Guild.
Gaining Entry: The Recommendation Quest
You cannot simply walk into the Arcane University. First, you must join the Mages Guild, which has halls in every major city. Speak to any local Guild steward to join. There is no skill requirement for membership, but to earn a recommendation from each city’s hall—required for University entry—you must complete a short task for the hall’s leader.
You need recommendations from all six city halls: Chorrol, Cheydinhal, Bruma, Skingrad, Leyawiin, and the Imperial City itself. The tasks are generally simple fetch quests or minor problem-solving exercises. Here is a breakdown of what to expect in each city.
Chorrol: The Hist Tree
Find Teekeeus in the Chorrol Mages Guild. He will ask you to retrieve a rare Hist bark from a nearby tree for his alchemical studies. The tree is just outside the city walls. Simply take the bark and return it to him to receive Chorrol’s recommendation.
Cheydinhal: A Valuable Lesson
Locate Falcar in the Cheydinhal guildhall. He will send you to retrieve a rare, stolen book called “The Black Horse Courier” from a nearby Ayleid ruin, Wendelbek. The ruin contains a few weak undead. Grab the book from a table and return it to Falcar.
Bruma: The Bloodgrass
Speak to Jeanne Frasoric in the Bruma guildhall. She needs a sample of Bloodgrass, a fungus that only grows in the Nibenay Basin, south of Bravil. The quickest method is to fast-travel to Leyawiin and follow the river north, foraging the large, red plants. Return with five samples for her recommendation.
Skingrad: The Orc’s Tale
Find Dagail in the Skingrad hall. She requests you obtain a rare book, “The Exodus,” from an Orc named Mul gro-Shugurz in the city. Mul is usually in the “Two Sisters Lodge” inn. He will give you the book if you have a high enough Personality or Speechcraft, or you can simply pick it up from a shelf in his house.
Leyawiin: The Necromancer’s Amulet
Find Kalthar in the Leyawiin guildhall. He asks you to recover a powerful amulet from a necromancer, Atravi, who is hiding in the nearby Fort Blueblood. Defeat Atravi and his skeletons, take the “Amulet of Atravi,” and return it to Kalthar.
Imperial City: The Stone of St. Alessia
Find Irlav Jarol in the Imperial City guildhall, located in the Market District. He needs you to clean the “Stone of St. Alessia” in the Temple District’s chapel. Use the “Clean Stone” spell he gives you on the designated stone. It’s a simple cast-and-return task.
Presenting Your Recommendations
Once you have all six recommendations, travel to the Arcane University gates. Speak to the guard, who will direct you to Raminus Polus, the Guild’s steward, inside the University courtyard. Present the recommendations to him. He will officially grant you access to the University, its libraries, and its altars, and will now offer you the core advancement quests for the Guild.
This is where the real journey to Arch-Mage begins. The quests that follow test your magical knowledge, problem-solving, and resilience.
The Path of Advancement: Key Quests
After gaining entry, Raminus Polus will give you a series of quests. Successfully completing these is how you rise through the ranks, from Apprentice to Arch-Mage. The quests are linear and must be done in order.
First Assignment
Raminus sends you to speak with Hannibal Traven, the current Arch-Mage, in the Arch-Mage’s Tower. Traven is concerned about the recent disappearance of a Mage named Valeria. He asks you to investigate her last known location, an Ayleid ruin called “Kvatch” (different from the city). Clear the ruin of its undead inhabitants and find Valeria’s journal, which reveals she was researching a powerful necromantic artifact. Report back to Traven.
An Unexpected Discovery
Traven, now trusting you more, reveals his deep opposition to necromancy. He sends you to the Mages Guild hall in Bruma to evaluate a new member, who he suspects is a necromancer. In Bruma, you must search the suspect’s room for evidence. You will find a necromantic tome, confirming Traven’s fears. Report your findings to him. This quest solidifies your role as his agent.
A Mage’s Burden
Traven’s next task is more personal. He asks you to retrieve a family heirloom, an amulet, from another Ayleid ruin, “Miscarcand.” This ruin is more challenging, featuring powerful leveled Daedra. Fight your way to the central chamber, defeat the Lich King, and retrieve “Mantella’s Heirloom” from his remains. Return it to Traven.
The Necromancer’s Threat
The plot thickens. Traven learns that Mannimarco, the King of Worms and a legendary necromancer, is reforming his cult. Traven sends you to infiltrate a meeting of necromancers in the “Fort Sutch” region. This is primarily a stealth and observation mission. Eavesdrop on the conversation, then return to Traven with the news that Mannimarco’s threat is real and imminent.
Confrontation at the University
Traven discovers a traitor within the Council itself: Mage-Lord Irlav Jarol. He tasks you with confronting Jarol. When you approach Jarol in his quarters, he will attack. Defeat him and recover his journal, which details his communications with Mannimarco. Bring the journal to Traven. This act of loyalty and capability significantly raises your standing.
The Eye of Magnus
With the internal threat neutralized, Traven focuses on the external one. He sends you to the remote island of “Eye of Magnus” to recover a powerful artifact before Mannimarco can claim it. The island is guarded by high-level necromancers and undead. Secure the artifact, a crystal called the “Sigil Stone,” and bring it back to Traven at the University.
The Final Confrontation and a Sacrifice
Mannimarco launches his final assault on the Arcane University, seeking the Sigil Stone to power a world-ending ritual. Traven, in a moment of great sacrifice, uses his own life force to create a magical barrier around the stone, preventing Mannimarco from taking it. He dies in the process, but his act stops the ritual.
With Mannimarco’s army at the gates and the Arch-Mage dead, the Council is in chaos. Raminus Polus informs you that, according to Guild law, the title of Arch-Mage now falls to the person who holds the “Staff of Magnus,” a legendary artifact lost for ages. Traven’s last words hinted that the staff’s location was revealed in the journals you recovered.
Retrieving the Staff of Magnus
Piecing together clues from Irlav Jarol’s journal and other notes, you learn the staff is hidden in the depths of “Miscarcand” (the same ruin from earlier, but a new, deeper section is now accessible). You must return there, navigate to the newly opened “Lich’s Crypt,” and defeat the powerful guardian Lich. The Staff of Magnus is your prize.
Claiming Your Title
Return to the Arcane University with the Staff of Magnus. The Council, led by Raminus Polus, will be assembled in the main hall. Present the staff. By ancient law, bearing the Staff of Magnus makes you the rightful Arch-Mage.
The Council will officially proclaim you the new Arch-Mage of the Mages Guild. Raminus Polus will hand over the key to the Arch-Mage’s Quarters—the very tower that was once Traven’s. You have reached the pinnacle of magical authority in Cyrodiil.
Rewards and Responsibilities
Becoming Arch-Mage comes with exceptional benefits. You receive the unique Arch-Mage’s Robes, which fortify your Magicka and provide constant spell absorption. You are given the powerful Staff of Magnus, which can drain an enemy’s health and magicka on strike.
Most notably, you gain permanent access to the Arch-Mage’s Quarters. This tower contains a full alchemy lab, enchanting altar, and several rare, non-respawning ingredients and soul gems. It is your personal sanctuary and a powerful resource for the rest of your adventure.
Can You Be Arch-Mage Without Magic?
Absolutely. While thematically fitting for a mage, the questline has no hard skill requirements. A stealthy character can use bows and swords, and a warrior can rely on heavy armor and melee weapons throughout all the dungeons. Speechcraft can be useful for bypassing some minor dialogue hurdles. The only true requirement is persistence and combat effectiveness.
What Happens to the Council?
After you become Arch-Mage, the Council members remain in the University as vendors and trainers. Your new role is largely ceremonial in terms of gameplay; you won’t receive new quests from them, but you can still purchase spells and training. The Guild continues to function with you as its figurehead.
Essential Tips for Success
While the path is straightforward, these tips will make your journey smoother and more efficient.
– Stock up on Cure Disease potions before entering Ayleid ruins or fighting necromancers, as many enemies carry diseases like Porphyric Hemophilia (which can lead to vampirism).
– The difficulty of enemies in the final quests scales with your level. Being moderately leveled (20-30) with decent combat skills is advised for the fight against Mannimarco’s forces and the Lich in Miscarcand.
– Do not sell the journals and notes you collect during the quests. You may need them for reference, and they have no significant gold value.
– Use the University’s altars for free spellmaking and enchanting once you have access. This can be a huge advantage during the later, tougher quests.
– If you are a magic-user, focus on leveling Destruction or Conjuration to handle the groups of undead and Daedra you will frequently encounter.
Your Legacy Awaits
The road to becoming Arch-Mage is a classic tale of proving your worth, rooting out corruption, and preventing a great evil. It is a self-contained story that adds immense depth to the world of Oblivion. Whether you are a powerful wizard seeking your rightful place or an adventurer coveting the unique rewards, the title of Arch-Mage is a worthy achievement that echoes through the halls of the Arcane University long after the gates of Oblivion are closed.
Your first order of business? Unlock your new tower, test the power of the Staff of Magnus, and look out from the highest balcony over the Imperial City, knowing you have earned your place at the head of the Council.